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Chipmunk Physics • View topic - 64-bit Builds and Mac Performance Issues

64-bit Builds and Mac Performance Issues

Chipmunk2D Bindings for the Unity3D engine

64-bit Builds and Mac Performance Issues

Postby Exploding Rabbit » Wed Dec 04, 2013 3:42 am

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Re: 64-bit Builds and Mac Performance Issues

Postby slembcke » Wed Dec 18, 2013 4:10 pm

I'm rarely a Windows user. Now that I'm checking, I have a 32 bit Windows 7 install and a 32 bit version of Visual Studio 2010. It might take me a while to get everything upgraded if you need Windows 64 bit support.

Looks like 64 bit Mac builds were added about the same time as we were finishing Chipmunk2D for Unity. This should be fixable with a simple build script change though. A 32 bit build is a little odd on Mac, but completely fine. They even still accept them into the App Store AFAIK.

Not really certain about the Mac performance. I suspect I might have accidentally released a debug build, but I'll need to set up a fresh project to test that on. I'll have to get back to you on that.
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Re: 64-bit Builds and Mac Performance Issues

Postby Exploding Rabbit » Wed Dec 18, 2013 5:22 pm

If you have time, please look into the Android performance as well. I did a test on a Nexus 7 (2013), and the performance for chipmunk on the pachinko scene is about 35% to 45% worse than Physx. We also had slower performance on OUYA. I wonder why on some platforms chipmunk is faster than Physx, and on others it is slower.

Here's a summary of our findings ordered by speed:

Windows: Chipmunk is 30-40% faster than Physx.
iOS: Chipmunk is 20% faster than Physx (iPhone 4).
Mac: Chipmunk is 40-45% slower than Physx ( Mavericks)
Android: Chipmunk is 30-45% slower than Physx (OUYA and Nexus 7 2013).

Our game is also supposed to come out on Linux, so when you add support for that we'll test that as well.
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