Regression: raycasting bug problem with walls.

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Re: Regression: raycasting bug problem with walls.

Postby Stucuk » Wed Nov 17, 2010 11:51 am

Julio Jerez wrote:how that works on low end systems?

On a AMD Semptrom 2800+ (2.0GHz Core) with 512MB Ram and a GeForce 5900XT i get 35fps in the "TDC DEMO julio regression test" posted at the top.
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Re: Regression: raycasting bug problem with walls.

Postby Julio Jerez » Wed Nov 17, 2010 1:18 pm

Oh I never checked the fps here. good idea.

I am gettiong 35 but then I see that ther si a frame limite chek box,
when I chek that option off I am getting 144 fps.

make sure you check off in your test too.

the thing that confuses me is that in the test with only one actor I get 180 ray cast per frame,
but when I run the test with all 53 actors I only get 203 rays per frame, the arithmetic does not add up, because I see way of a lot more rays.
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Re: Regression: raycasting bug problem with walls.

Postby JernejL » Wed Nov 17, 2010 7:44 pm

Traffic jams happen because of my bad code and because it still doesn't have traffic lights / semaphores, so cars don't know who has priority and crash & pile up.

Those raycasts aren't always used, i just turned them on for some experimenting, usually a pedesterian navigates by 3 raycasts (which is why your math probably didn't add up) and cars use convex cast ( but i will change it to just raycasts probably )

I'll download the new dll and report progress :)
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Re: Regression: raycasting bug problem with walls.

Postby JernejL » Sun Nov 21, 2010 8:31 am

Raycasting in the new dll works properly, i'll experiment further.
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Re: Regression: raycasting bug problem with walls.

Postby Stucuk » Mon Dec 13, 2010 1:35 pm

Julio Jerez wrote:make sure you check off in your test too.

I would if the download was still up. (Never noticed the topic again until now :S )
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