Report any bugs here and we'll post fixes
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by pHySiQuE » Sat Sep 13, 2014 5:19 pm
pHySiQuE
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by Julio Jerez » Sat Sep 13, 2014 5:33 pm
what Am I suppose to see?
Julio Jerez
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by pHySiQuE » Sat Sep 13, 2014 5:40 pm
The cylinder shape just starts rolling automatically on its own. I throw it in one direction, and it starts rolling back towards me.
pHySiQuE
Posts: 608Joined: Fri Sep 02, 2011 9:54 pm
by Julio Jerez » Sat Sep 13, 2014 5:57 pm
Oh I see this happen when I made the change to handle very small shapes. The code that collation the contact is not finding the lowest points. I will fix it.
Julio Jerez
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by pHySiQuE » Wed Sep 17, 2014 12:57 pm
I'm looking to release a stable build this week. Please let me know when the fix for this is ready. Thank you.
pHySiQuE
Posts: 608Joined: Fri Sep 02, 2011 9:54 pm
by Julio Jerez » Wed Sep 17, 2014 3:13 pm
I am working on that now.
Julio Jerez
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Posts: 12249Joined: Sun Sep 14, 2003 2:18 pmLocation: Los Angeles
by Julio Jerez » Wed Sep 17, 2014 4:24 pm
if you sync, it should be fixed now.
Julio Jerez
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Posts: 12249Joined: Sun Sep 14, 2003 2:18 pmLocation: Los Angeles
by pHySiQuE » Wed Sep 17, 2014 5:30 pm
THanks, but I am not experiencing false positives in NewtonCollisionCollide(). You can see in this video the character controller bounces up and down in two spots when nothing is being hit:
This might be happening along the edges where two triangles meet; I'm not sure.
pHySiQuE
Posts: 608Joined: Fri Sep 02, 2011 9:54 pm
by Julio Jerez » Wed Sep 17, 2014 7:33 pm
is you player an upright cylinder? con you show and write frame view in third person so that I can see what is going on, and can reproduce in the demos.
Julio Jerez
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by pHySiQuE » Wed Sep 17, 2014 7:47 pm
Yes, it is an upright cylinder.
pHySiQuE
Posts: 608Joined: Fri Sep 02, 2011 9:54 pm
by pHySiQuE » Wed Sep 17, 2014 8:01 pm
3rd person view. Note that this is a custom system that uses NewtonCollideContinue, not a regular Newton body.
pHySiQuE
Posts: 608Joined: Fri Sep 02, 2011 9:54 pm
by Julio Jerez » Wed Sep 17, 2014 8:45 pm
ok in think is fixed now.
Julio Jerez
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Posts: 12249Joined: Sun Sep 14, 2003 2:18 pmLocation: Los Angeles
by pHySiQuE » Wed Sep 17, 2014 8:58 pm
compiling...
pHySiQuE
Posts: 608Joined: Fri Sep 02, 2011 9:54 pm
by pHySiQuE » Wed Sep 17, 2014 9:10 pm
Works! Good job!
pHySiQuE
Posts: 608Joined: Fri Sep 02, 2011 9:54 pm
by pHySiQuE » Thu Sep 18, 2014 2:36 pm
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