NewtonCreate/NewtonDestroy

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NewtonCreate/NewtonDestroy

Postby .:{MM&I}:.CodeJockey » Sun Mar 29, 2009 6:54 pm

1.53
So, what is that 114 odd blocks of RAM that don't get freed after calling NewtonDestroy? In my engine, I'd like to NewtonCreate at the beginning of each map and NewtonDestroy at the end.

Upon first incorporating Newton, just calling NewtonCreate and nothing else before calling NewtonDestroy, I see a DevStudio leak report so, I setup the following to briefly test if any of the blocks had been molested at least in the first four bytes...
Code: Select all
int iGblock=0;
// memory allocation for Newton
void*  PhysicsAlloc (int sizeInBytes)
{
   iGblock++;
   void* p = malloc(sizeInBytes);
   memset( p, 0, sizeInBytes);
   *((int*)p) = iGblock;
   return p;
}
// memory de-allocation for Newton
void  PhysicsFree (void *ptr, int sizeInBytes)
{
   iGblock--;
   free (ptr);
}

NewtonWorld* CEngine::PhysicsInit(void)
{
   // /////////////////////////////////////////////////////////////////////
   //
   // create the newton world
   m_pNewtonWorld = NewtonCreate(PhysicsAlloc, PhysicsFree);
   return m_pNewtonWorld;
}

void CEngine::ReleaseResources(void)
{
   if(m_pNewtonWorld)
   {
      // destroy the Newton world
      NewtonDestroy(m_pNewtonWorld);
   }
}


I'm thinking that somewhere in the early code near the NewtonCreate function, there are pointer objects being overwritten due to redundant calls to PhysicsAlloc because the resulting pattern is as follows:
Code: Select all
Dumping objects ->
{1405} normal block at 0x0169BAE0, 72 bytes long.
 Data: <                > 8B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1404} normal block at 0x0169AA80, 4128 bytes long.
 Data: <                > 8A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1403} normal block at 0x0169A890, 72 bytes long.
 Data: <                > 89 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1402} normal block at 0x01699830, 4128 bytes long.
 Data: <                > 88 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1401} normal block at 0x00B3B430, 68 bytes long.
 Data: <                > 87 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1400} normal block at 0x00B3B3B0, 68 bytes long.
 Data: <                > 86 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1399} normal block at 0x0166A158, 40 bytes long.
 Data: <                > 85 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1358} normal block at 0x0169BC50, 68 bytes long.
 Data: <                > 88 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1357} normal block at 0x0169BBD0, 68 bytes long.
 Data: <                > 87 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1356} normal block at 0x0169BB68, 40 bytes long.
 Data: <                > 86 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1353} normal block at 0x0169AA00, 68 bytes long.
 Data: <                > 83 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1352} normal block at 0x0169A980, 68 bytes long.
 Data: <                > 82 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1351} normal block at 0x0169A918, 40 bytes long.
 Data: <                > 81 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1348} normal block at 0x016997B0, 68 bytes long.
 Data: <~               > 7E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1347} normal block at 0x01699730, 68 bytes long.
 Data: <}               > 7D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1346} normal block at 0x016996C8, 40 bytes long.
 Data: <|               > 7C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1341} normal block at 0x01699648, 68 bytes long.
 Data: <{               > 7B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1340} normal block at 0x016995C8, 68 bytes long.
 Data: <z               > 7A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1339} normal block at 0x01699560, 40 bytes long.
 Data: <y               > 79 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1337} normal block at 0x01699300, 548 bytes long.
 Data: <x               > 78 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1336} normal block at 0x01699280, 68 bytes long.
 Data: <w               > 77 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1335} normal block at 0x01699200, 68 bytes long.
 Data: <v               > 76 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1334} normal block at 0x01699198, 40 bytes long.
 Data: <u               > 75 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1330} normal block at 0x01698030, 68 bytes long.
 Data: <q               > 71 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1329} normal block at 0x01697FB0, 68 bytes long.
 Data: <p               > 70 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1328} normal block at 0x01697F48, 40 bytes long.
 Data: <o               > 6F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1327} normal block at 0x01697EC8, 68 bytes long.
 Data: <n               > 6E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1326} normal block at 0x01697E48, 68 bytes long.
 Data: <m               > 6D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1325} normal block at 0x01697DE0, 40 bytes long.
 Data: <l               > 6C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1322} normal block at 0x01696048, 68 bytes long.
 Data: <i               > 69 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1321} normal block at 0x01695FC8, 68 bytes long.
 Data: <h               > 68 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1320} normal block at 0x01695F60, 40 bytes long.
 Data: <g               > 67 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1319} normal block at 0x01695EE0, 68 bytes long.
 Data: <f               > 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1318} normal block at 0x01695E60, 68 bytes long.
 Data: <e               > 65 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1317} normal block at 0x01695DF8, 40 bytes long.
 Data: <d               > 64 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1314} normal block at 0x01692460, 68 bytes long.
 Data: <a               > 61 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1313} normal block at 0x016923E0, 68 bytes long.
 Data: <`               > 60 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1312} normal block at 0x01692378, 40 bytes long.
 Data: <_               > 5F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1311} normal block at 0x016922F8, 68 bytes long.
 Data: <^               > 5E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1310} normal block at 0x01692278, 68 bytes long.
 Data: <]               > 5D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1309} normal block at 0x01692210, 40 bytes long.
 Data: <\               > 5C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1306} normal block at 0x0168E878, 68 bytes long.
 Data: <Y               > 59 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1305} normal block at 0x0168E7F8, 68 bytes long.
 Data: <X               > 58 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1304} normal block at 0x0168E790, 40 bytes long.
 Data: <W               > 57 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1303} normal block at 0x0168E710, 68 bytes long.
 Data: <V               > 56 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1302} normal block at 0x0168E690, 68 bytes long.
 Data: <U               > 55 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1301} normal block at 0x0168E628, 40 bytes long.
 Data: <T               > 54 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1298} normal block at 0x0168AC90, 68 bytes long.
 Data: <Q               > 51 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1297} normal block at 0x0168AC10, 68 bytes long.
 Data: <P               > 50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1296} normal block at 0x0168ABA8, 40 bytes long.
 Data: <O               > 4F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1295} normal block at 0x0168AB28, 68 bytes long.
 Data: <N               > 4E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1294} normal block at 0x0168AAA8, 68 bytes long.
 Data: <M               > 4D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1293} normal block at 0x0168AA40, 40 bytes long.
 Data: <L               > 4C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1290} normal block at 0x016870A8, 68 bytes long.
 Data: <I               > 49 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1289} normal block at 0x01687028, 68 bytes long.
 Data: <H               > 48 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1288} normal block at 0x01686FC0, 40 bytes long.
 Data: <G               > 47 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1287} normal block at 0x01686F40, 68 bytes long.
 Data: <F               > 46 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1286} normal block at 0x01686EC0, 68 bytes long.
 Data: <E               > 45 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1285} normal block at 0x01686E58, 40 bytes long.
 Data: <D               > 44 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1282} normal block at 0x016834C0, 68 bytes long.
 Data: <A               > 41 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1281} normal block at 0x01683440, 68 bytes long.
 Data: <@               > 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1280} normal block at 0x016833D8, 40 bytes long.
 Data: <?               > 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1279} normal block at 0x01683358, 68 bytes long.
 Data: <>               > 3E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1278} normal block at 0x016832D8, 68 bytes long.
 Data: <=               > 3D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1277} normal block at 0x01683270, 40 bytes long.
 Data: <<               > 3C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1274} normal block at 0x0167F0D8, 68 bytes long.
 Data: <9               > 39 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1273} normal block at 0x0167F058, 68 bytes long.
 Data: <8               > 38 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1272} normal block at 0x0167EFF0, 40 bytes long.
 Data: <7               > 37 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1271} normal block at 0x0167EF70, 68 bytes long.
 Data: <6               > 36 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1270} normal block at 0x0167EEF0, 68 bytes long.
 Data: <5               > 35 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1269} normal block at 0x0167EE88, 40 bytes long.
 Data: <4               > 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1268} normal block at 0x0167EE08, 68 bytes long.
 Data: <3               > 33 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1267} normal block at 0x0167ED88, 68 bytes long.
 Data: <2               > 32 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1266} normal block at 0x0167ED20, 40 bytes long.
 Data: <1               > 31 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1263} normal block at 0x0167D788, 68 bytes long.
 Data: <.               > 2E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1262} normal block at 0x0167D708, 68 bytes long.
 Data: <-               > 2D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1261} normal block at 0x0167D6A0, 40 bytes long.
 Data: <,               > 2C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1260} normal block at 0x0167D620, 68 bytes long.
 Data: <+               > 2B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1259} normal block at 0x0167D5A0, 68 bytes long.
 Data: <*               > 2A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1258} normal block at 0x0167D538, 40 bytes long.
 Data: <)               > 29 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1255} normal block at 0x016757A0, 68 bytes long.
 Data: <&               > 26 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1254} normal block at 0x01675720, 68 bytes long.
 Data: <%               > 25 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1253} normal block at 0x016756B8, 40 bytes long.
 Data: <$               > 24 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1252} normal block at 0x01675638, 68 bytes long.
 Data: <#               > 23 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1251} normal block at 0x016755B8, 68 bytes long.
 Data: <"               > 22 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1250} normal block at 0x01675550, 40 bytes long.
 Data: <!               > 21 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1249} normal block at 0x016754D0, 68 bytes long.
 Data: <                > 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1248} normal block at 0x01675450, 68 bytes long.
 Data: <                > 1F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1247} normal block at 0x016753E8, 40 bytes long.
 Data: <                > 1E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1246} normal block at 0x01675368, 68 bytes long.
 Data: <                > 1D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1245} normal block at 0x016752E8, 68 bytes long.
 Data: <                > 1C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1244} normal block at 0x01675280, 40 bytes long.
 Data: <                > 1B 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1243} normal block at 0x01675200, 68 bytes long.
 Data: <                > 1A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1242} normal block at 0x01675180, 68 bytes long.
 Data: <                > 19 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1241} normal block at 0x01675118, 40 bytes long.
 Data: <                > 18 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1239} normal block at 0x01675028, 68 bytes long.
 Data: <                > 16 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1238} normal block at 0x01674FA0, 68 bytes long.
 Data: <                > 15 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1237} normal block at 0x01674F38, 40 bytes long.
 Data: <                > 14 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1234} normal block at 0x01673DD0, 68 bytes long.
 Data: <                > 11 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1233} normal block at 0x01673D50, 68 bytes long.
 Data: <                > 10 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1232} normal block at 0x01673CE8, 40 bytes long.
 Data: <                > 0F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1231} normal block at 0x01673C68, 68 bytes long.
 Data: <                > 0E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1230} normal block at 0x01673BE8, 68 bytes long.
 Data: <                > 0D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1229} normal block at 0x01673B80, 40 bytes long.
 Data: <                > 0C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1227} normal block at 0x016737B8, 72 bytes long.
 Data: <                > 0A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1226} normal block at 0x01672758, 4128 bytes long.
 Data: <                > 09 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1225} normal block at 0x016726D0, 72 bytes long.
 Data: <                > 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1224} normal block at 0x01670750, 8000 bytes long.
 Data: <                > 07 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1223} normal block at 0x016706D0, 68 bytes long.
 Data: <                > 06 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1222} normal block at 0x01670650, 68 bytes long.
 Data: <                > 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1221} normal block at 0x016704F8, 40 bytes long.
 Data: <                > 04 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1220} normal block at 0x016705D0, 68 bytes long.
 Data: <                > 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1219} normal block at 0x01670478, 68 bytes long.
 Data: <                > 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{1218} normal block at 0x01670410, 40 bytes long.
 Data: <                > 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Object dump complete.


Any thoughts?
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Re: NewtonCreate/NewtonDestroy

Postby Julio Jerez » Sun Mar 29, 2009 7:44 pm

use 2.0
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Re: NewtonCreate/NewtonDestroy

Postby Stucuk » Mon Mar 30, 2009 9:29 am

Julio, it may be a good idea to post something like the following in the FAQ section:

Title: If you use 1.53 read this first
Contents: Use 2.0 if you wish to have less bugs. 1.53 is unsupported.
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Re: NewtonCreate/NewtonDestroy

Postby .:{MM&I}:.CodeJockey » Mon Mar 30, 2009 1:12 pm

Thanks Julio, I've start adapting/adapting to 2.0.
A note: I personally find the default location of the dInt typedef and d-trig functions a little uncomfortable, I typically move them each into Newton.h near the precision def...

Stucuk, if 2.0 is still marked "beta," I'd say it's a little early to say that 1.53 is unsupported.
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Re: NewtonCreate/NewtonDestroy

Postby JernejL » Mon Mar 30, 2009 1:32 pm

It's not the unstable kind of beta..
Help improving the Newton Game Dynamics WIKI
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Re: NewtonCreate/NewtonDestroy

Postby .:{MM&I}:.CodeJockey » Mon Mar 30, 2009 2:32 pm

LOL @ Delfi!
Dude! "Beta" is beta and "Release" is released! One doesn't go riskin his retirement on something the author has not declared "delivered."
When it's on the Downloads page, dated and released, THEN I'll give it to my clients.

I've been playing with the "DGRaycastVehicle_B19" and have seen two CTD's already. I don't know if it was the demo app or the library but, I'm still moving to 2.

Be patient...
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Re: NewtonCreate/NewtonDestroy

Postby Stucuk » Mon Mar 30, 2009 2:47 pm

Well its actualy an open beta rather than beta beta. Open Beta's are where the thing is at a very polished state. An actual closed beta is different as its more prone to having bugs. In any case the 2.0 beta IS more stable than 1.53. Julio also doesn't generaly give as much support to 1.53 as he does to 2.0 (With Use 2.0 being on of his most commonly used phrases) due to 2.0 having fixed most/all of the 1.53 bugs.

Bottom line is 2.0 has less bugs than 1.53.
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Re: NewtonCreate/NewtonDestroy

Postby Julio Jerez » Mon Mar 30, 2009 3:10 pm

.:{MM&I}:.CodeJockey wrote:I've been playing with the "DGRaycastVehicle_B19" and have seen two CTD's already. I don't know if it was the demo app or the library but, I'm still moving to 2.


what is CTD's
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Re: NewtonCreate/NewtonDestroy

Postby .:{MM&I}:.CodeJockey » Mon Mar 30, 2009 3:13 pm

Crash To Desktop.

If I see one again, I'll record what module and let you know.
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Re: NewtonCreate/NewtonDestroy

Postby Julio Jerez » Mon Mar 30, 2009 3:41 pm

A crash to deck top could be because of many reasons that do not necessarily have to do with the physics.

The demo was graciously made and donated by Dave Gravel, (master Koom) and it is only a demo that shows how versatile the car joint is.
he SDK come with the source of the joint, and a demo that is not as graphically impressive as his, you can run it and see if it what you want.

The car demo car joint does not use anything different that any other demo, it is a specialized joint controller, if is crashes you can easily get the break point of where it did it.

For the record let me tell you that a demo crashing is not really measure for the state of an SDK, it is one of that less important and one of the easiest to fix, but a very expensive thing to do.

If it was for the fear of not having a crash, then will never release any advance demo, and people will not visualize the capacity of the engine.
those crashes are game relate stuff that only big companies with large game budged can afford to fix.
Companies put professional game players to testing games and to reproduce errors so that programmers and designer can fix them, we cannot do that.
The importnat thing is the the you have and engine that is capble of delibering the goods.
This, my friend is very different proposition than and engine that is very finish bui tha do no really deliver anything twh really work,
and if you played some of the profesional engines out there you will know what I am talking about.

I suggest you play the demos in the SDK, and judge by that, the games demos are for people to see wha the SDK can really do, not how polished the demo is.
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Re: NewtonCreate/NewtonDestroy

Postby Dave Gravel » Mon Mar 30, 2009 11:40 pm

If people is not happy to have a exemple code like DGRaycastVehicle in the sdk you can remove it from the sdk Julio.
This change nothing for me :wink:
No one read comment in the source code or what ? or they don't read the source at all ?
Anyway i'm surely better to lose my times to make my experimental tests in pascal directly now, and think more for me first.
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Re: NewtonCreate/NewtonDestroy

Postby Julio Jerez » Tue Mar 31, 2009 1:21 am

Dave Gravel wrote:If people is not happy to have a exemple code like DGRaycastVehicle in the sdk you can remove it from the sdk Julio.

Why?
The demo is perfect the way it is.
If it was any better, believe me we will still be criticize for something else?

Many people have misconception of what an engine is.
For some people words like Beta, Open source, License agreement, Industry standard, De facto etc, has become substitute for functionality of a technology.

This is a free service, we do because we love what we do, no one is paying us, but some time some people feel they are making us a favor for using it, they are not.
After 5 and a half years of this I am not really looking forward to bend over to accommodate users with cosmetic words, if they think Beta means no finished, that’s perfectly fine with me, they are free to use something else.
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Re: NewtonCreate/NewtonDestroy

Postby .:{MM&I}:.CodeJockey » Tue Mar 31, 2009 4:14 am

Dave Gravel wrote:If people is not happy to have a exemple code like DGRaycastVehicle in the sdk you can remove it from the sdk Julio.


Who is not happy? Remove it, why?
Having those two particular demos has been an excellent way to feel out what I should expect from Newton2. Boat-load of cars in the scene, relatively low graphic intensity, smooth operation. What I saw could have been in the freakin OGL key handler! (Which I've seen before.) Who knows? Don't jump to conclusions! It was a stress test, in fact, I was playing a DVD through GOM Player at the same time.

By comparison, to have a look at the other leading free library, I bought the game "Mirror's Edge." Early in the game is scene where the player runs through a room with shattering glass.
Instant 1 FRAME PER SECOND on an Intel Q9450 with a Radeon 4870. So, I went through the trouble of trying to buy a PPU from Microcenter, where the kids didn't even know for what I was asking (which speaks toward the popularity of dedicated PPU cards.) I'm guessing this is why nVidia's site in covered in CUDA as a buzz word so, next (intentionally not using the top-of-the-line,) I whipped out an nVidia 8600GT (wife screams: "HEY! WHAT ARE TAKING OUT OF THE PC I JUST BUILT?!" :oops: ) Still, not much help.

So, from DGRaycastVehicle, I've seen what I needed to see and I have started dev with Newton2.
If you can read this, you're too damned close.
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