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by Julio Jerez » Mon May 20, 2013 12:37 pm
Is this visual studio?
Is should compile out of the Box
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Julio Jerez
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by Neo » Tue May 21, 2013 6:18 am
Yes, vs 2008.
Julio Jerez wrote:Is should compile out of the Box
How?
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by Julio Jerez » Tue May 21, 2013 6:31 am
you sink and you open the solution in visual studio and you click build.
hadn't you compiled it before?
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Julio Jerez
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by Neo » Tue May 21, 2013 7:55 am
Yeah, I tried to compile the sandbox myself through the sln, but vs2008 report me that error..
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by Julio Jerez » Tue May 21, 2013 9:57 am
has you compiled before? or you just run the executable?
I build with visual studio professional 2008 and I do no get that error.
Maybe visual studio express do not have the system library
why do you use VS 2008, when you can use VS 2010 or 2012?
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Julio Jerez
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by Julio Jerez » Tue May 21, 2013 10:05 am
this looks like a problem with VS express 2008, it looks that is does no have
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#ifndef HAVE_TR1_TYPE_TRAITS
#if defined(__VISUALC__) && (_MSC_FULL_VER >= 150030729)
#define HAVE_TR1_TYPE_TRAITS
#endif
#endif
which wxWidget use for variable argument and can not be disable
sync again, I checked in an executable compiled with VS 2008. but if I am right you are going to have to move to use VS 2010 express, it is free and better than 2008
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Julio Jerez
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by Enclave » Tue May 21, 2013 10:46 am
I am using the VS2008 Express, everything compiles ok.
VS2012 is nice (after customization), but is no works on WinXP and require many resources.
Julio, is it possible to compile Joint Library to dll ? When I select "ReleaseDLL" option, It makes DLL file with a size 126 Kb, but still requires .LIB file, which not creates. If I change an option in project properties to make LIB file, it will be created with size 1.21 Mb, as static library.
I mean this solution file: \newton-dynamics\packages\projects\visualStudio_2008\build.sln
I need a DLL library for my project.
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by Julio Jerez » Tue May 21, 2013 11:03 am
Ok I verify for tonight.
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by Neo » Tue May 21, 2013 2:47 pm
OK,sync and hacked into sandbox with my test.bin.
And after moving player controller around, I finally found that player controller totally ignored the tree collision mesh:
the "mountain" and the house are all tree collsion, but player controller walked though them as if they were not exist..
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by Julio Jerez » Tue May 21, 2013 3:00 pm
is this the player that is huge?
how can I get that test.bin file?
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by Neo » Tue May 21, 2013 3:32 pm
The test.bin is just the file that I posted before:
https://dl.dropboxusercontent.com/u/91496491/test.binThough My visual mesh is huge, my collision mesh is scaled to 1/10 of its original size,
so in the serialize file, everything is at normal size.
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by Julio Jerez » Tue May 21, 2013 4:27 pm
Ha, I have now.
I pasted that level in the sandBox demos, the play is put but as soon as I move few metters away from his initial spwn point in go thorugh the ground.
The wierd thing is that there are not warningg at all, almost as if the mesh was not there.
The place where it goes tround the ground seems to be a single flat polygon
I will debug this tonight.
Thank for the demo.
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Julio Jerez
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by Julio Jerez » Tue May 21, 2013 5:53 pm
Oh I see what the bug is. This is no a trivial bug.
It is part of the scale of mesh collision that I commnet out few moth ago.
I see if I can fix it tonoght if no I will give you and alternative solution.
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Julio Jerez
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by Julio Jerez » Wed May 22, 2013 8:42 am
Ok I fixed that bug. I never tried the plate on a scaled world. the temporary polygon instance that was create to calculate the collision bake the scale in the polygon, however I forget to set the scale to 1.0
in the instance, this was applying the scale twice , so the face which is (1000 x 1000)
became (100 x 100) when baking the scale, but the inner loop saw as (10 x 10) is it was as if the play reach the end of the polygon.
Glad you working with such huge scale world, it serve as stress test.
please sync and try again.
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by Neo » Thu May 23, 2013 1:29 am
Ok,it works! Now player no longer fall through the floor. Thx Julio!
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