Objects suddenly bounce off?

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Re: Objects suddenly bounce off?

Postby Marc » Fri Nov 20, 2009 1:15 pm

Ok it's done. Try again. I tried playing with your account and it worked.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Fri Nov 20, 2009 2:17 pm

Ok I t have to be tomorrow I am at work now.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Sun Nov 22, 2009 6:20 pm

I am trying again but it does not work at all, gos into and infity loop and shwo these lien

Parsing script sample.fontdef
Bad attribute line: glyph 0.152344 0.125 0.160156
0.1875 in font Ogre
Parsing script crosshair.overlay
Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with 0 generated mi
pmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
Parsing script stats.overlay
Texture: hudvaluespanel.png: Loading 1 faces(PF_A8R8G8B8,2x2x1) with hardware g
enerated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardw
are generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with h
ardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
Font TrebuchetMSBoldusing texture size 512x512
Info: Freetype returned null for character 160 in font TrebuchetMSBold
Texture: TrebuchetMSBoldTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 ge
nerated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
Finished parsing scripts for resource group General
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
2009-11-22 14:08:07 .\WindowRegionCU.cpp(291): WindowRegionCU::InitDo
type=1000 WindowRegionCU::InitDo end
MResRSyncGetFiles start
receiving file list ...
2 files to consider
11_1_0_4578435137536_2_226334_0_1000.mres
80632 100% 76.90MB/s 0:00:00 (xfer#1, to-check=1/2)
11_1_0_4578435137536_2_226334_0_1000.mres.mkey
72 100% 0.38kB/s 0:00:00 (xfer#2, to-check=0/2)

Number of files: 2
Number of files transferred: 2
Total file size: 80704 bytes
Total transferred file size: 80704 bytes
Literal data: 80704 bytes
Matched data: 0 bytes
File list size: 66
File list generation time: 0.322 seconds
File list transfer time: 0.000 seconds
Total bytes sent: 64
Total bytes received: 18871

sent 64 bytes received 18871 bytes 4207.78 bytes/sec
total size is 80704 speedup is 4.26
MResRSyncGetFiles end
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_2_217735_0_1000
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_2_222932_0_1000
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_2_226334_0_1000
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1424): MR
esManager::DeleteAllEarlierVersionsAmount type=100 MResManager::Cle
anupRead() delete ..\sharedfilesnode\read\11_1_0_4578435137536_2_217735_0_1000
.mres
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1431): MR
esManager::DeleteAllEarlierVersionsAmount type=100 MResManager::Cle
anupRead() delete ..\sharedfilesnode\read\11_1_0_4578435137536_2_217735_0_1000
.mres.mkey
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_3_48597_0_1000
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_4_48597_0_1000
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_7_1_27438350336_0_0
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_7_1_27457028096_0_0
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_7_1_27473084416_0_0
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1424): MR
esManager::DeleteAllEarlierVersionsAmount type=100 MResManager::Cle
anupRead() delete ..\sharedfilesnode\read\11_1_0_7_1_27438350336_0_0.mres
2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1431): MR
esManager::DeleteAllEarlierVersionsAmount type=100 MResManager::Cle
anupRead() delete ..\sharedfilesnode\read\11_1_0_7_1_27438350336_0_0.mres.mkey

2009-11-22 14:08:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_10000_0_0_0_0_0
2009-11-22 14:09:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_2_222932_0_1000
2009-11-22 14:09:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_2_226334_0_1000
2009-11-22 14:09:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_3_48597_0_1000
2009-11-22 14:09:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_4578435137536_4_48597_0_1000
2009-11-22 14:09:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_7_1_27457028096_0_0
2009-11-22 14:09:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_0_7_1_27473084416_0_0
2009-11-22 14:09:33 c:\meinedat\projects\MLibs1\MRes/MResManager.h(1480): MR
esManager::CleanupRead type=100 MResManager::CleanupRead() DeleteAllEa
rlierVersions 11_1_10000_0_0_0_0_0



when I put a break point in Netwon Update it seems to be running but there are not visuil update at all
I sent you a PM with a link to and archive wit an Image of teh exact same demo I am running.
It hae teh Debug DLL, maybe you can find out what I am doing wroung.
I run cu.cmd and it hangd in Conenecting....
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Re: Objects suddenly bounce off?

Postby Marc » Sun Nov 22, 2009 6:45 pm

Hmm, does this happen when you run update or does it only happen when you use the debug newton.dll?

I'll check your download, the link doesn't work yet though.

When you keep seeing is debugging info for some kind of garbage collection, nothing related to physics and it should appear as well when the game is running normally.
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Re: Objects suddenly bounce off?

Postby Marc » Sun Nov 22, 2009 7:57 pm

Ok, I have the same effect on my pc. It's not "working" with your debugger dll but wiht the release version it does. The explenaition, I guess, is rather simple: Mine - and probabyl your pc too - is too slow to run the game with newton compiled in debugger mode.

I also just realiszed that you don't have admin priviledges which is why th e0 and 9 key don'T work in your account for removing things from the scene. I'll chang that and remove things from the scene tommorrow. It's already late here again :) I hope I can remove enough from the scene to make it work with newton compiled in debug mode.

As a sidenode: I have similar issues for my gamelogic/ai code. With enough objects in the scene it's impossible to debug it compiled in debug mode.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Sun Nov 22, 2009 8:30 pm

How many bodies do you have there?
Can you make a level with just one terrain and one actor?
Or can you hack the timer and make work at a fix rate in debug mode?
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Re: Objects suddenly bounce off?

Postby Marc » Mon Nov 23, 2009 10:18 am

I never chcecked it, but I'ld guess about 1000 static objects like the trees and a few 100 dynamic ones after the monsters and mines got all spawned + the armie(s) of the player(s) - which is about 5 units in your case.

Anyways, I removed the monster spawning and removed everything except the objects around your starting house. About 3 trees, your house and the units that are bouncing. I also gave you admin rights, 0 and 9 should work know, be carefull not to remove everything ;) And I also removed the opcode collisions with newtoncollisions in the live version now. So you have to run update first, copy your debug newton.dll in it and it should work. At least, it worked for me when I try putting the debug newton.dll in the dir now and start your island. :)
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Mon Nov 23, 2009 10:47 am

Ok I will try again.

Marc wrote:I never chcecked it, but I'ld guess about 1000 static objects like the trees and a few 100 dynamic ones after the monsters and mines got all spawned + the armie(s) of the player(s) - which is about 5 units in your case.

That scene should work fine even in debug mode, In the future if you place those static objects in a Scene collision.
I will by skip the entire broadPhase collision and it will use a special MidPhase collision that is much faster since I take advantage that the shape do not move.

Scene collision is a collision shape teh act liek a collision tree and like a compoind collision.
like a compound because it take all find of objects tah is not anoteh scene collision.
like a collision tree because if can onl be static.

you still can move shapes but they act as static pieces.
you can add collision tree, compoudn collision, hightfield, and all closed shapes.
In my test demo I have compoudn collision with way over 9000 convex shapes, and the fps does not even blink even in debug mode.
your game should be similara sicne soem many object are static.
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Re: Objects suddenly bounce off?

Postby Marc » Mon Nov 23, 2009 11:11 am

You have told me about that before, but I haven't done that yet. First I have to get the basics of the game running correctly and then I can look for optimizations. Up to now, newton in relase mode was fast enough after our last optimization session, so I haven't touched that since then.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Mon Nov 23, 2009 12:13 pm

No still does not runs with a debug DLL.
If I copy the relase one it work, but the debug just hang in connecting.

My machine is very fast it is a 2.9 icore7 with nvidea 260 gforce, so if it work for you it should work her as well.
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Re: Objects suddenly bounce off?

Postby Marc » Mon Nov 23, 2009 1:09 pm

wow, yes, that should do it, yours is much superior than mine.

I'll just put your debug dll in my dir and zip it altogether for you. Let's see if that changes anything.
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Re: Objects suddenly bounce off?

Postby Marc » Mon Nov 23, 2009 3:40 pm

Ok, I finished uploading and send you a pm with the url. It takes about 20 min to upload though.

It took some time, I had some trouble with my webspace :/
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Mon Nov 23, 2009 3:47 pm

does that archive runs with the debug DLL?
I will try again tonight and see if it runs.
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Re: Objects suddenly bounce off?

Postby Marc » Mon Nov 23, 2009 4:01 pm

well, for me it does. I included the debug.dll from your marc.rar

You have to use your julio account and the xcxx region. That's where I remove a lot of objects.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Tue Nov 24, 2009 10:37 am

OK I erased the old forder and unpacked this one, now I can launch from visual studio and it now the xcxx sector runs from the debugger, it is also small window which is nice.

I see about 5 units and I click on them so that they move to the edge of the map but I do not see the jump bug happing like it used to with the other build.
I tried for a few minutes and it did not happens, what do I do to increase the chances of the bug happening?
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