A place to discuss everything related to Newton Dynamics.
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by JernejL » Thu Mar 04, 2010 4:51 am
Carli wrote:Delfi wrote:I swear that array of there works with fpc 2.2.4 on win32, i'm using it myself in my game and it works properly with compoundarray[0] or directly compoundarray, the array is constant length, but if you use dynamic you need to use [0].
And I say that it does not work with FPC 2.4.0 on win32 and linux64. I'm using it myself in my game and the "array of" crashes because of:
http://wiki.freepascal.org/User_Changes_2.4.0maybe i could try "packed array of".
[Edit:]even does not work.
Just use PPNewtonCollision, there should be no disadvantages of using C-Like arrays as a parameter!
Which change there is responsible for breaking that? i cant find the relevant part.. but are the fpc people aware how much code will break by that? i think i'm about to yell on someone in #fpc.. just tell me which change breaks it, in the meantime i'll try to compile my game with 2.4.0 and see if it also breaks.
Julio: they don't see the small "x" button near the edit button? that one should be able to delete own posts, but if it isnt there i'll check when i am home.
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JernejL
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by Stucuk » Thu Mar 04, 2010 11:30 am
Delfi wrote:Julio: they don't see the small "x" button near the edit button? that one should be able to delete own posts, but if it isnt there i'll check when i am home.
Nope. If you click on my profile and then click on the link for seeing what a users permission is like, you should be able to see its not there.
Delfi wrote:Which change there is responsible for breaking that? i cant find the relevant part.. but are the fpc people aware how much code will break by that? i think i'm about to yell on someone in #fpc.. just tell me which change breaks it, in the meantime i'll try to compile my game with 2.4.0 and see if it also breaks.
The header has been updated to remove the array of. Its also got Executor's 1.16 fixes.
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Stucuk
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by Carli » Thu Jun 03, 2010 4:25 pm
Here a new video:
http://www.youtube.com/watch?v=7o3UV1xjTOIWould be nice to have native weighted voxel support in newton

The current implementation is only an approximation with convex hulls
Edit:
in some cases, the the body of the character controller gets removed (world leave event) when it hits the landscape (convex hulls in a compound collision) at a certain angle.
Is it caused by a "wrong" convex hull or is it a newton bug?
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Carli
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by Carli » Fri Jun 04, 2010 2:00 pm
in some cases, the the body of the character controller gets removed (world leave event) when it hits the landscape
My suspicion is that the velocity of the character controler sums up until it leaves the world.
How do I avoid this? Any Idea?
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Carli
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by Julio Jerez » Fri Jun 04, 2010 2:06 pm
I have seen that bug, the player gain a huge velocity after soem collision and get shot out of the world
it is reproducible in your test
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Julio Jerez
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by Carli » Fri Jun 04, 2010 2:27 pm
Yes, it is.
http://goldenwipf.de/build/gwx-windows.zipPlay the techdemo and try to walk on the hills. There is a bug area near the huge palm behind you, an other bug area on the other side of the hill.
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Carli
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by Julio Jerez » Fri Jun 04, 2010 2:41 pm
sorry, last post was in wrong forum, I deleted it.
I will check it out tonight and see what I can do.
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Julio Jerez
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by Carli » Sat Jun 05, 2010 3:00 am
the bug seems to occur on 90° angles in convex hulls.
I avoided these angles so it would be helpful to have an older Version (the link is from the nightly)
But there is still a bug potencial when you walk to the palm behind you around the hill.
When the character walks against invisible walls (<-- my bug), you found the place where the bug occurs.
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