Jan 9, 2013 at 5:46 PM
Edited Jan 10, 2013 at 2:43 PM
Thanks for your reply!
I managed to get the profiling working. I'll try to scale down and playing with the collision categories. Everything is stable if I don't go over 10x10 (100 fixtures) at the moment.
The hot path is
with FarseerPhysics.Collision.AABB.Combine as the single most heavy operation @14%
It only appears when the larger structures are moving. Might it have something to do with moving data from one leaf to another in some kind of tree-like thingy and the data is spanning several leafs? (I almost have no idea what I'm saying here :) )
(I'll post my findings as edit in this post)
I scaled down and it's much more stable. It still doesn't like high speed impacts though, makes it stutter for a couple of seconds.
Running without a debugger attach made all the difference in the world. No stutter or any sign of FPS drop. CPU at 15% (25% max since quad core).
Large structures (>200 blocks) are made Kinematic, saving alot of calc Power. Even larger (>500) are made Static. Down at 5% CPU at gameplay. DebugView has to be turned off as well.