Wow, I just looked at the "tunnel" HL2 preview. It's amazing how many things they have going on in there!
The reason my rigid bodies are slow is because the links get updated even when they don't need to be. If I could find an easy way to just deactivate a non-moving entity, and take it out of the loop until something happens to make it become active again, we could get massive speed increases, for all routines in general.
The reason my rigid bodies are slow is because the links get updated even when they don't need to be. If I could find an easy way to just deactivate a non-moving entity, and take it out of the loop until something happens to make it become active again, we could get massive speed increases, for all routines in general.