Newton 2.0 - RayCast bug

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Re: Newton 2.0 - RayCast bug

Postby sea » Sun Jan 18, 2009 10:26 am

That looks strange, I'd never noticed this bug :shock: . Especially these hit-points distanced far away from the "source".
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Re: Newton 2.0 - RayCast bug

Postby JernejL » Sun Jan 18, 2009 11:50 am

I still hope i'm doing something wrong, but i followed the manual on raycast functions and i dont think this worked like that before, but i'm not completely sure, i'm waiting for julio to test the demo and see what's going on.

Edit: the bug i have started to happen in beta19.
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Re: Newton 2.0 - RayCast bug

Postby Julio Jerez » Sun Jan 18, 2009 1:20 pm

sea wrote:That looks strange, I'd never noticed this bug :shock: . Especially these hit-points distanced far away from the "source".

That is a strictly beta 19 bug.
It is fixed now, can you download beta19 and try again, please all ray cast bug should be fixed now
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Re: Newton 2.0 - RayCast bug

Postby agi_shi » Sun Jan 18, 2009 3:01 pm

Julio Jerez wrote:
sea wrote:That looks strange, I'd never noticed this bug :shock: . Especially these hit-points distanced far away from the "source".

That is a strictly beta 19 bug.
It is fixed now, can you download beta19 and try again, please all ray cast bug should be fixed now

I downloaded beta 19 and tried out the demo, everything works except when I go to the ray cast car scene. It works 100% under x86 mode, but when the simd mode option is used, the car's wheels seem to bounce around randomly, and the ray cast picking for the car seems to not work. Switching to the x86 mode immediately fixes the car, so I'm assuming there is something going on with the ray casting and simd mode. This is beta 19, downloaded a few minutes ago. (AMD Athlon64 X2 4800+, if it matters - beta18 ray casting worked fine in simd mode)
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Re: Newton 2.0 - RayCast bug

Postby Julio Jerez » Sun Jan 18, 2009 3:23 pm

Thre is a bug on ray cast that I am trying to find. It not a simple Bug
teh one repeort by Sea is fixed, but there are few other I introduced with the last optimizations.
I am working on it.

Agi had you seem any speed improvements, special in large seems?
I made some big optimizations on teh parallel solver, no is solver everthong in paralell.
It should also make the single thread mode better.

agi_shi wrote:but when the simd mode option is used, the car's wheels seem to bounce around randomly, and the ray cast picking for the car seems to not work. Switching to the x86 mode immediately fixes the car, so I'm assuming there is something going on with the ray casting and simd mode. This is beta 19, downloaded a few minutes ago. (AMD Athlon64 X2 4800+, if it matters - beta18 ray casting worked fine in simd mode)

bingo thats where the bug is in beta 19.
Good observation Masters Agi. :mrgreen:
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Re: Newton 2.0 - RayCast bug

Postby JernejL » Sun Jan 18, 2009 4:01 pm

The new dll fixes the problems and all raycasts appear to work properly :D here's a screenshot of it all working properly:

Image
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Re: Newton 2.0 - RayCast bug

Postby Julio Jerez » Sun Jan 18, 2009 4:38 pm

A shout out to master Agi,

Master agi cna you please try again.

Hey Agi speaking of ray tracing, i think what Master Delfy is doing is ray tracing his world for teh eye point of the NPCs.
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Re: Newton 2.0 - RayCast bug

Postby JernejL » Sun Jan 18, 2009 4:48 pm

Julio Jerez wrote:A shout out to master Agi,

Master agi cna you please try again.

Hey Agi speaking of ray tracing, i think what Master Delfy is doing is ray tracing his world for teh eye point of the NPCs.


Except that my NPCs have a 360 degree panoramic view :D
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Re: Newton 2.0 - RayCast bug

Postby agi_shi » Sun Jan 18, 2009 4:59 pm

Yup, works 100% in both simd and x86 now :mrgreen:
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Re: Newton 2.0 - RayCast bug

Postby sea » Sun Jan 18, 2009 5:04 pm

I sent a request for beta19 so I will test it by myself in my game. I'll also check out the optimalizations. :D
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Re: Newton 2.0 - RayCast bug

Postby agi_shi » Sun Jan 18, 2009 5:19 pm

sea wrote:I sent a request for beta19 so I will test it by myself in my game. I'll also check out the optimalizations. :D

It's the same link as always, just updated.
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Re: Newton 2.0 - RayCast bug

Postby sea » Sun Jan 18, 2009 5:59 pm

OK, I got it, the bug I posted is fixed, but I saw another one with tree collision (horizontal face - ray cast seems to ignore it). Everything else works ok and a little bit faster. I hope that the new ray cast bug is what Julio is working on.
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Re: Newton 2.0 - RayCast bug

Postby Julio Jerez » Sun Jan 18, 2009 6:00 pm

agi_shi wrote:
sea wrote:I sent a request for beta19 so I will test it by myself in my game. I'll also check out the optimalizations. :D

It's the same link as always, just updated.


yes.
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Re: Newton 2.0 - RayCast bug

Postby JernejL » Sun Jan 18, 2009 6:31 pm

sea wrote:OK, I got it, the bug I posted is fixed, but I saw another one with tree collision (horizontal face - ray cast seems to ignore it). Everything else works ok and a little bit faster. I hope that the new ray cast bug is what Julio is working on.


I had the same problem when the first distant hits problem was fixed, but before i got the very latest fixed dll which was a separate link, maybe you didn't update the full sdk archive yet? sea does use linux version of the library.
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Re: Newton 2.0 - RayCast bug

Postby Julio Jerez » Sun Jan 18, 2009 7:28 pm

I have no make teh linux buidl yet,
I will try the this afernoon.
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