The current way contact handling is done might be a performance bottleneck. Mainly the broadphase algorithm and its implementation. Possible actions:
- Look at the implementation and try to optimize it. Does it allocate memory somewhere?
- Find a 3rd party library that is faster and more polished
- The algorithm (sweep and prune) is fairly generic. Make some more assumptions and come up with something more specialized.
- Make it possible to turn off contact handling in the simulation options for bows that don't need it
The current way contact handling is done might be a performance bottleneck. Mainly the broadphase algorithm and its implementation. Possible actions: