latest stable, double precision build

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latest stable, double precision build

Postby tanzfisch » Sat Mar 18, 2017 6:41 am

Hi,

I would like to know how which commits are considered to be stable.
Because the latest tags have been made ages ago. :-/

Im asking because I get build errors with the latest commit (f9c34a00ba2f917f226291a68c4d7ef419271889 from two days ago). By default it builds fine but I'd like to build it with double precision.

To the details.
Im using packages\projects\visualStudio_2015_dll\build.sln
and I added _NEWTON_USE_DOUBLE in the preprocessor definitions.

And then I get the following errors

1>------ Build started: Project: core, Configuration: debug x64 ------
1> dgTypes.cpp
1>c:\dev\3rdparty\newton-dynamics\corelibrary_300\source\core\dgVector.h(2046): error C2039: 'm_type': is not a member of 'dgBigVector'
1> c:\dev\3rdparty\newton-dynamics\corelibrary_300\source\core\dgVector.h(1450): note: see declaration of 'dgBigVector'
... and so on ...

can someone please help me to either tell me what I did wrong or help me fix the code?

Thanks

Martin
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Re: latest stable, double precision build

Postby Julio Jerez » Sat Mar 18, 2017 11:42 am

oh yes I added some functionality since the last time I try building double
it should be fine now.
at some point I will have to destroy all the project and recreate them from scratch.

I have been converting then since visual studio 2003 and there is some visual studio legacy that for some reason never import then correctly and have to finish them manually.
That the reason why I do no have double for vs 2013 and 2015.
I need to fix that.
the other possibility is you get rid of all visual studio projects and just use cmake.

the only issue I have with c make is that is does not create projects with relative path and also do not allows post build events which is very handy for debugging bugs reported by end users

but in any case, sync again the project should build fine now.
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Re: latest stable, double precision build

Postby tanzfisch » Sun Mar 19, 2017 8:42 am

Thank you that helped a lot.

But now that I updated to the latest version I am falling through tree collisions very often.
Unfortunately I don't know what the last version was that I used. I only had binaries. But it was more than a year old. Is that a known issue?
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Re: latest stable, double precision build

Postby Julio Jerez » Sun Mar 19, 2017 8:55 am

what do you mean binaries? it is a long time that the SDK only comes in source mode.

falling over the tree collision should not happens ever, try serializing the problematic scene and load it in the sand box. if it happens you can posted for debugging.
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Re: latest stable, double precision build

Postby tanzfisch » Sun Mar 19, 2017 9:08 am

I was building those binaries my self but long ago and I only kept the binaries and header so I can use it.

I will continue digging in to that. thank you.
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Re: latest stable, double precision build

Postby Julio Jerez » Sun Mar 19, 2017 1:42 pm

I see, yes I see a collision problem with collision tree and convex hulls.
no sure if it is the same bugs but seem to be.
This seems to be a recurrent problem that I can't seem to get fixed for many years.
It keep coming back and I swear I fixed this same issue over 10 or 20 times already jus to see blatantly happening again.

I am looking at it now.
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Re: latest stable, double precision build

Postby Julio Jerez » Sun Mar 19, 2017 3:26 pm

Ok I got that collision tree edge bug fixed, it turned out it was because compound shape did not have a proper center of mass.
But you should sync anyway. maybe this was also affecting your test.
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Re: latest stable, double precision build

Postby tanzfisch » Mon Mar 20, 2017 2:29 am

Thank you very much.

In the mean time I figured that the problem was on my side and related to changing my code from float to double. So the bug you just fixed was not related to my problem.

Everything works great now! :-D
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Re: latest stable, double precision build

Postby Leadwerks » Thu Apr 06, 2017 10:44 pm

From my own experience, the idea of stable and dev builds has been very good. I usually spend a month bug fixing after each stable release and patching it, until I am ready to embark on new features.
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