A place to discuss everything related to Newton Dynamics.
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by Julio Jerez » Sun Jan 27, 2013 1:31 pm
I mean the snv version. I guess you do no have it.
here is a question, did yo umade a backpu of teh prject before you update to the last version of newton.
you are right teh is a huge performce lost compere to older version
this is theperformce at SVN version 2781

- fastSNV2781.png (582.85 KiB) Viewed 3638 times
and this is the lastest SVN, which is atrocius

- SlowPlayer.png (554.17 KiB) Viewed 3638 times
some broke some where, I am geussing there mus be some debug code turn I will kee compareing to newefe version until I find which version caused that change.
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Julio Jerez
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by FSA » Sun Jan 27, 2013 1:37 pm
Yes I have a backup. But the Backup is release version.
What must I do now?

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by Julio Jerez » Sun Jan 27, 2013 1:43 pm
hold, let me see if I can find where the error happen, but examing the SVN history.
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Julio Jerez
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by FSA » Sun Jan 27, 2013 1:45 pm
Okay. 3250 is the actual right?
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by Julio Jerez » Sun Jan 27, 2013 2:35 pm
yes thyat teh lattest but do not do anythong yet.
I have now to a chneg that happen beteen snv version 2837 and verion svn version 2880
2837 seem the last version whe teh playe was stable and fast, I will contineu to test version in betweem to see if what cause teh slow down
I am getting closer, the problem seem to happne between checkin 2870 and 2880
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Julio Jerez
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by Julio Jerez » Sun Jan 27, 2013 4:38 pm
alright I beleive I found the problem and added a temp fi, it was a change in version 2979 whi made all kinematic bodies aways actives.
this is not good for players, in fact I made them alway sleeping for now, but later I will make thn state define by the end user.
righ know the engine does not have ineterface for that
If you sync to SVN later it should be good again.
Thank you for the report.
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Julio Jerez
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by FSA » Wed Jan 30, 2013 6:23 am
Yes it's working now. Thank you.
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by FSA » Thu Feb 07, 2013 9:52 am
Hi

I found a new bug with the player-controller
If I jump on an object and then push the object under the playerbody away, the playerbody stays at the position as before in the air. Then when I move the body the player falls back on gorund.
I've set the playbody autosleep to 0. So it can' falling asleep.
Is this my fault, or an bug in newton?
Thank you.
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by Julio Jerez » Thu Feb 07, 2013 1:38 pm
No it is no your fault, I will go a secund pass over the player controller this weekend.
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by FSA » Thu Feb 21, 2013 9:39 am
Hi. What's the status?
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by Julio Jerez » Sun May 26, 2013 5:22 pm
Oh btw, I completed and fixed all ot the bugs related to the player controller.
now slow down, interact with other players, and can push and be pushed (optional) by other dynamics bodies.
I believe that all in all it is not bad for an out of the box player controller.
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by FSA » Mon May 27, 2013 1:16 am
You said that it is optional that the player act as a dynamic body.
How can I set that the player doesn't push other bodies? Set the mass to 0?
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by Julio Jerez » Mon May 27, 2013 7:19 am
No player most have a non zero mass. A player with zero mass is the equivalent to a player with infinite mass and unlimited energy.
Before I answer that, can you answer these questions?
1-how will the player react if he is on top of a dynamics node. for example in the advance player controller in the demo, go to the hanging bridge, or jump from underneath, you will see that I act as a rigid body
making the bridge move, and he get the motion of the bridge?
2-what should happens when other body hit the player and the player in not moving?
those things look different, but from the physics engine point of view they are manifestation of the same problem, therefore only the end user know how to deal with that, by using callback and or material.
The most cheaper way to make the player no being able to push almost any body, is making him very light way. no zero mass!, just a small mass.
you can try this make a player with a low mass value and a \heavy player. you will see that the heavy player will be able to push bodies while the lightweight can barely push anything at all.
The most sophisticated way will be using a Player material that reject collision with the bodies you do not want collision with. But you need to be careful because bodies that are moving will go right through the player when he is not moving.
for example if he is in the bridge and the bridge moves up an down. This is because the player sense motion only when he is moving. therefore if you thought a body to him it will go thought him.
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by Julio Jerez » Mon May 27, 2013 7:41 am
I check in the Basic playe control demo with a lareg box of 100 kg,
the player is 80 kg, therefore when he collide with the box he is able to move it a little bit.
if you change it mass, (at the begimmg of the file) say to 10 or even 1 kg
#define PLAYER_MASS 80.0f
he is like a feather and can never push the box out of its path.
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Julio Jerez
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by FSA » Mon May 27, 2013 3:32 pm
To one: For my apllication it's the beste that the player doen't affect the body under it self. Actually I have the problem that the object and player pushed to air again when I jump on top of a dynamic body.
To two: The best thing is that the player doesn't move and the dynamic body bahaives like a collision with static object.
If I set the mass of the player for example 1.0f and an object collide with the player, then the player will be very fast pushed away, isn't it?
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