Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 1,643 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: Strange inconsistencies [Re: Marco_Grubert] #42738
03/29/05 12:25
03/29/05 12:25
Joined: Jan 2005
Posts: 22
New Zealand
S
SteveIRL Offline OP
Newbie
SteveIRL  Offline OP
Newbie
S

Joined: Jan 2005
Posts: 22
New Zealand
I don't think that explains why the object falls slower with a high frame rate though, does it? Or am I missing something?

If ticks are immutable, then after 1 second, 16 ticks should have passed. I timed the falling with a stopwatch, and I can assure you that the slow fall is not just something from time_physics, but is in fact a real phenomenon. The graph I gave above could just have easily used real time on the y-axis. In the worst case, after 2 seconds only 12 ticks had passed.

Thanks for the help with the images now I feel


Just a pity I can't draw


Steve I'm on a diet of black coffee and prozac buttered toast.
Re: Strange inconsistencies [Re: SteveIRL] #42739
03/30/05 07:35
03/30/05 07:35
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Quote:

I don't think that explains why the object falls slower with a high frame rate though, does it? Or am I missing something?


You are correct. I have yet to figure out why that happens.

Re: Strange inconsistencies [Re: Marco_Grubert] #42740
03/30/05 11:42
03/30/05 11:42
Joined: Jan 2005
Posts: 22
New Zealand
S
SteveIRL Offline OP
Newbie
SteveIRL  Offline OP
Newbie
S

Joined: Jan 2005
Posts: 22
New Zealand
Thanks. Have you been able to replicate the problem? I would be happy to help if I can.


Steve I'm on a diet of black coffee and prozac buttered toast.
Re: Strange inconsistencies [Re: SteveIRL] #42741
04/01/05 12:55
04/01/05 12:55
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Quote:

Thanks. Have you been able to replicate the problem? I would be happy to help if I can.


Yes I have been able to replicate it. In my test case the difference was only fractions of a second but it did show a linear dependence on framerate which should not be the case. Before I can look into this further though, I need to add 2 new features to the engine. If the problem persists after that I will look at it more closely.

Re: Strange inconsistencies [Re: Marco_Grubert] #42742
04/07/05 01:21
04/07/05 01:21
Joined: Sep 2001
Posts: 237
Maine, USA
J
Jason Bryant Offline
Member
Jason Bryant  Offline
Member
J

Joined: Sep 2001
Posts: 237
Maine, USA
Quote:

The next update will have a more reliable version of phent_addvelcentral that's framerate independent.




Is there a date when we can expect the update? The solution given above is not acceptable as it introduces other problems.

Quote:

If the problem persists after that I will look at it more closely.




I don't understand. Will the updated function correct the linear dependance on framerate?

Jason

Re: Strange inconsistencies [Re: Jason Bryant] #42743
04/07/05 19:44
04/07/05 19:44
Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Ayrus Offline
Serious User
Ayrus  Offline
Serious User

Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
I think that is what he is hoping... he must be working on some improvements to the physics engine that would apply to this command in some way. And, if he is disappointed and the issue persists, he will probably take the command and put it under the perverbial microscope.

Regards,
Ayrus

Last edited by Ayrus; 04/07/05 19:44.

suprised my account is still active....
Re: Strange inconsistencies [Re: Ayrus] #42744
04/08/05 12:26
04/08/05 12:26
Joined: Sep 2001
Posts: 237
Maine, USA
J
Jason Bryant Offline
Member
Jason Bryant  Offline
Member
J

Joined: Sep 2001
Posts: 237
Maine, USA
I guess. It sounds more features are being added to the engine before the current bugs are fixed to me.

Using the settings provided above, does help control the explosions, but it causes very noticable falling slowdown. The slowdown is quite evident and you can easily see the difference at 55 fps compared to 40 fps.

It would be nice if the physics engine was given a higher priority to bug fixes that it is currently. This is by far the buggiest part of the engine. It is quite frustrating when bugs are known, yet put on the back burner for new features. How long must we wait for known bug fixes?

Jason

Re: Strange inconsistencies [Re: Jason Bryant] #42745
04/08/05 18:07
04/08/05 18:07
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Quote:

This is by far the buggiest part of the engine. It is quite frustrating when bugs are known, yet put on the back burner for new features.




You've obviously never used the network engine.

Re: Strange inconsistencies [Re: Jason Bryant] #42746
04/08/05 20:05
04/08/05 20:05
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Quote:

I don't understand. Will the updated function correct the linear dependance on framerate?


I hope it does. Currently the movement of physics objects is not interpolated between physics frames, which leads to some of the problems I have mentioned earlier. Once this interpolation is in place I want to check this falling behavior again as the two might be related. I do not have a time estimate as to when this will be done.

Re: Strange inconsistencies [Re: Marco_Grubert] #42747
04/09/05 00:35
04/09/05 00:35
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Quote:

This is by far the buggiest part of the engine. It is quite frustrating when bugs are known, yet put on the back burner for new features.





Well, seeing that it now has been about 2 years since the physics engine was released, that's a bit of an understatment. Don't get me wrong - the physics engine is quite capable, but I'd think there should be no bugs by this point in time. I mean, it's not like there was a ton of new features added that would create problems in the past 2 years. Framerate dependant bugs can be very annoying... at least we can live with this one for the time being. Hopefully, the new features will correct it. Otherwise my patience wears thin.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Page 2 of 3 1 2 3

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1