Objects suddenly bounce off?

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Re: Objects suddenly bounce off?

Postby Marc » Tue Nov 24, 2009 4:48 pm

You can do it at the upper left corner of the base platform. I made you a video: http://www.confrontation-unlimited.net/temp/cu_julio_bounce.avi
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Tue Nov 24, 2009 5:33 pm

Ha very good, I see in clearlly happening in the video. I try that tonight.
Hopefully thsi will expose it and I can fix it.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Wed Nov 25, 2009 10:29 am

Good news, I think found the bug, it was a moronic mistake I made back when I made the optimization to handle ellipsis with a special function
i am surpriced it did not showed up sooner or that is worked at all. :oops:

it is fxed now, I tested for a few runs and it seems to work. Download the SDK and try
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Re: Objects suddenly bounce off?

Postby Marc » Wed Nov 25, 2009 12:15 pm

wow cool. I try immediately. :)
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Re: Objects suddenly bounce off?

Postby Marc » Wed Nov 25, 2009 1:20 pm

no bouncing so far anymore. Great work! Thx a lot :D
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Re: Objects suddenly bounce off?

Postby Marc » Wed Dec 02, 2009 4:48 am

With 2.11 public, bouncing seems still to occur - but far less often: http://www.confrontation-unlimited.net/temp/211bounce.jpg

As you can see, tehre is a corridor in the overviewmap at the lower right. Some unit just flew away ...

Also, I think there is a crash bug in 2.11 public. Sometimes it crashes in NewtonCreate, something with RedBlack tree was in the stacktrace. I've seen it once when I tried 2.11 public the first time but didn't care, I thought if it's a bug, it'll happen again anyways. But since then it happens regularly like once per day on the server - which run in release mode.

I haven't tested the 2.11 nonpublic you sent me that long, but for that weekend until you released 2.11 public, I didn't have those issues. Might the supportvector fix have bugged something else?
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Wed Dec 02, 2009 7:09 am

Just to be sure please download 2.11 again there was a bug of the hightfield collision and I fix righ away it was teh kind fo bug tha happen randomtlly because it was trash the stack.
you may have a version with the bug still.
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Re: Objects suddenly bounce off?

Postby Marc » Wed Dec 02, 2009 7:39 am

I downloaded 2.12. When I compare the newton.dll in there with the one I'm using right now, they are identical.
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Re: Objects suddenly bounce off?

Postby Marc » Wed Dec 02, 2009 8:08 am

I'm not sure if this could cause the crash, but I'll ask anways: Is it save to call NewtonCreate from multiple threads in parallel?
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Wed Dec 02, 2009 8:14 am

I do no undenstand this
Marc wrote:Is it save to call NewtonCreate from multiple threads in parallel?


you say that you call NetwonCreateworld and it crashes?
how were you calling it before?

if you mean call mor ethan one crate work form tow threads, the will certaintly crash.
Newton uses safe allocation to crate pools, but not to allocate items for a pool.
since the memory manager is global, (i cannot figure out how to make a memory manager that is local to and instance)
then each clall may try to allocate item for teh same pool and tah will lead to an umpredictable crash.
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Re: Objects suddenly bounce off?

Postby Marc » Wed Dec 02, 2009 8:57 am

You know I create and destroy multiple worlds while the game is running. For the main game logic I do it all in just one thread.

What I do in parallel in another thread is creating a few spare islands for new players. For the creation of an island, I use newton's collision system to check if there is enough space to create another tree etc. for the new island.

As far as I understand you last post, I shouldn't do this. I can change that. I'll just put the island generation in a seperate process.

What about all those other create and destroy function like CreateBody, CreateXXXCollision etc? Are they also not save to be called from multiple threads in parallel?

It's strange that the server hasn't crashed before though. I'm doing it like this for months already and the server never had crash issues until 2.11 public :/
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Wed Dec 02, 2009 9:43 am

If it was not crashing before and now it does maybe it is a new bug althought I cannot imagine what could be. can you reproduce it reliable?

I do get crashes ever since I install Vista64, but that is because some hwop GLUI doe no world worl with WOW in vista, is is a nogh mare some time an dit si why I wnat to mopve on form GLUI.
but the is a crash teh happen of initialization of teh graphics system, I do no thong it is teh same thing.
That does not happens on XP or any other version of the engine only in Vista64 WOW. and this happen on all versions of 2.0

anyway I can send you a debug lib maybe it can give you more detail.
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Re: Objects suddenly bounce off?

Postby Marc » Wed Dec 02, 2009 9:46 am

It's most likely not related to 64 vs. 32 bit. I use 64bit as my desktop, but the server is running von 32bit server 2003 and it crashed there.

I guess i'll move the island generation thread from the server in a seperate process.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Wed Dec 02, 2009 10:25 am

But the crash I get is not only releter to Newton it is on any project I run from Visual using GLUT. and is happen befre teh applicattion get to the Main.
I pm you the debug dll.

I think I cna buidl a relase dll with Newton.cpp in debug that can trace all of the funtions calls to a log file, and then we can see the sequeces of funtion call that lead to the crash,
but first try to see fi you get more info running the debug build.
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Re: Objects suddenly bounce off?

Postby Julio Jerez » Wed Dec 02, 2009 1:14 pm

One very, very impertant thong you must do is to re serialize any data you may had.
do that and try again my guess is that you are loading odl collision tree serialize data that does will definitlly crash the game

if ths does not work, then you say the crash happen in that last version of 2.11
but tha the test version was no crashing.
the only change between those tow version is teh Suppoist vertex for eth collision tree and compound collision
you could try replacing teh AABB with a brute force one and see if teh bug go away and I will check out if there may be a bug there.
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