Constant AABBoverlap calls

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Re: Constant AABBoverlap calls

Postby Julio Jerez » Mon Jan 02, 2012 11:27 pm

One thing this does no fix the bug I mentioned before basically tha is a deep penetration bug that is happing form time to time.
you iwll see it for exampl ewhen you collid wi the cones, a cone may fly a high speed, it is rares.

for now I do not think it will affect you, so you can go on until I write the replay code that will allowe me to debug when it happens.

it is ver difcult to detrmin whn eh bug happens becaiuse when a conta is generated ther is no refrence to detrmin if it is a good or bad contact, sine they are in diffrent coordenate system.
it is not until the get use that you know if is is a bugus contact.

The way to find that out is by measure the total energy of the islan before and after the collision teh energy after the collsion can no be larger than the energy before.
I can detect that but it is too late sine teh contact was alredy generated so teh simples way to do is to have a replay system. so that I can replay teh simulation and track whne th offending contact is generates and why.
anyway please let me know how you make out with the last check in.

Man how I which I can work on what I like full time, unfortunatly I have to make a leaving with 9 to 5 regular job.
Julio Jerez
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Re: Constant AABBoverlap calls

Postby Julio Jerez » Sat Jan 21, 2012 2:49 pm

Ok I think I fixed the simd bug. in core 300. I also added the VS2010 projects.

The structure in the engine SDK is a litle messed up still, VS2010 is buggy and do not recover projects from VS 2008 very well.
but for the projects are working.

I am going to test it with the demo you send me and force to be simd, to se if it works.

if you are reading this, maybe you cna answer me if you profile you game and you have timimg figure.
I ask because I like to know what to prioritize first, base on user pathern.
Julio Jerez
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