Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Dark Physics & Dark A.I. & Dark Dynamix / Physics not updating DB objects?

Author
Message
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 9th Oct 2006 01:26 Edited at: 9th Oct 2006 01:27
I have a scenario where the debugger shows the physics working perfectly - a board hanging from a rope, and swinging on a spherical joint. But in the application, the board is static! The rope is swinging, but the board sits there like it's not attached to the rope, but screwed to the wall.

Can anyone think of a legitimate scenario where this would happen? I haven't deleted and recreated the object, so it's not that it's become detached by doing this.

I've highlighted the board in the main scene and debugger with an orange highlight (remember the debugger is mirror image!).





Attachments

Login to view attachments
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 9th Oct 2006 08:38
Not too sure about you're problem, but I was testing how many objects dp could take without lagging/crashing, and when i spawn somewhere near 1k+ objects sometimes you get objects that aren't effected by physics, and if you make tonnes to around the 4k range, they strangely get suspended in mid air, it looks similar to what you're experiencing however I never checked what they looked like in the debugger.

Hallowed are the ori.
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 9th Oct 2006 10:05
In this scene, I only have about 150 objects max at any time. I also found that the second time it runs (after deleting and remaking the scene in between), it works!!! That would suggest my logic is OK, but maybe something gets triggered at the wrong time to force the link into the simulation.



BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 9th Oct 2006 11:31
I have made some progress, but it's still a worry. If I change the order in which the objects are loaded, it works. And the objects I have swapped the order with are also working fine too. I wonder if there is a bug with specific body types that causes this. The objects I have swapped it with are convex static objects.



Mike Johnson
TGC Developer
22
Years of Service
User Offline
Joined: 13th Sep 2002
Location: United Kingdom
Posted: 9th Oct 2006 11:45
This is very odd. I'm guessing you are using the async method of updating and this may be somehow causing the problem. Can you either send me your program to test or provide a small program that highlights the problem.
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 11th Oct 2006 10:48
This is reported here also, in relation to convex bodies.



Login to post a reply

Server time is: 2024-11-24 15:12:10
Your offset time is: 2024-11-24 15:12:10