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Re: physx unregister / disable ent bugs ?
[Re: alibaba]
#464975
03/21/17 14:11
03/21/17 14:11
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Reconnoiter
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Ty for replying. I dont have any on_ent_remove's. Also it seems like I have it only for the characters, e.g. when I register e.g. a crate as a PH_CHAR and unregister after a wait it doesn't seem to cause any problems. So I think I am making a mistake in my character code somewhere but I dont know what. Some outstanding code:
//Set Collision Event
for (you = ent_next (NULL); you; you = ent_next (you)) {
if (you) {
if (you.TYPE == IS_ITEM || you.TYPE == IS_PROP_RIGID) pXent_setcollisionflag(my, you, NX_NOTIFY_ON_START_TOUCH);
}
}
But I unlink them through NX_IGNORE_PAIR before unregistering. Also when I unregister I also set the following (dont know if this matters): set(my, PASSABLE); my.emask &= ~DYNAMIC;
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Re: physx unregister / disable ent bugs ?
[Re: Reconnoiter]
#464977
03/21/17 19:47
03/21/17 19:47
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Hmm for some reason the doing following before registering as PH_CHAR does make it more stable (but still can bug out enemies after a while):
pXent_settype(my,0,0);
my.emask |= DYNAMIC;
wait(1);
Anyone know what is happening here?
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Re: physx unregister / disable ent bugs ?
[Re: Reconnoiter]
#464983
03/22/17 09:57
03/22/17 09:57
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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I've used pXent_settype(my,0,0); also in a test level with enemies and didn't have that issue, although I didn't reset the dynamic flag afterwards. maybe the problem is related to resetting that flag?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: physx unregister / disable ent bugs ?
[Re: Reconnoiter]
#464993
03/23/17 11:40
03/23/17 11:40
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painkiller
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Ty for reply, I tried that but it doesn't seem to make a difference. Also maybe important to note: only the enemies bug out but never the player actor (even while they share alot of functions). I tried comment the AI only lines out but doesn't seem to make a difference to. Only the 'player' pointer is different ofcourse.
Also you run Shade-c evo right Painkiller? So that should not be it than. yes, I'm running Shade-C too. Maybe you are using any global variable for the enemies that causes a conflict between them? or a memory leak issue?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: physx unregister / disable ent bugs ?
[Re: painkiller]
#465003
03/24/17 16:26
03/24/17 16:26
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@Painkiller, in your tests, did you use pXent_move? After exhaustive testing (with stripped down code, no player and only a couple of enemies and terrain) it seems there becomes something wrong with pXent_move only, the rest seems to work well. Also I think that pXent_move bugs out enemies/player only during the frame(s) the enemy get unregistered, hence why the player rarely bugs out cause pXent_move is not constantly triggered for the player but is for enemies.
Last edited by Reconnoiter; 03/24/17 16:30.
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Re: physx unregister / disable ent bugs ?
[Re: Reconnoiter]
#465007
03/25/17 11:45
03/25/17 11:45
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painkiller
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@Painkiller, in your tests, did you use pXent_move? After exhaustive testing (with stripped down code, no player and only a couple of enemies and terrain) it seems there becomes something wrong with pXent_move only, the rest seems to work well. Also I think that pXent_move bugs out enemies/player only during the frame(s) the enemy get unregistered, hence why the player rarely bugs out cause pXent_move is not constantly triggered for the player but is for enemies. I use forces to move the characters, so yeah maybe it could be an issue with pXent_move
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: physx unregister / disable ent bugs ?
[Re: painkiller]
#465010
03/25/17 16:52
03/25/17 16:52
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Ditching pXent_move and pXent_rotate seems to have solved the problem and is also much cooler imo being able to push away enemies etc. What function do you use to move entities around? pXent_addvelcentral? Movement is still a bit floaty even though I have set pXent_setdamping to 100%.
Last edited by Reconnoiter; 03/25/17 16:52.
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Re: physx unregister / disable ent bugs ?
[Re: Reconnoiter]
#465014
03/26/17 12:37
03/26/17 12:37
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painkiller
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I use pXent_addvelcentral or pXent_addforcecentral and set damping to 1000
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: physx unregister / disable ent bugs ?
[Re: Reconnoiter]
#465016
03/26/17 15:36
03/26/17 15:36
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Joined: Aug 2009
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painkiller
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I use pXent_rotate, I don't have issues with it in my case.
If I have enough time on the following days I will publish a small demo game as open source for the winter contest so everyone can see how to use physx for characters as rigid bodies and some game mechanics.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: physx unregister / disable ent bugs ?
[Re: painkiller]
#465076
03/29/17 12:06
03/29/17 12:06
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If I have enough time on the following days I will publish a small demo game as open source for the winter contest so everyone can see how to use physx for characters as rigid bodies and some game mechanics. , that would be helpful . I got the rotation now working when doing both pXent_rotate (ent, nullvector, rotate_ang); vec_set(ent.pan, rotate_ang); (when doing only pXent_rotate alone it is less smooth for me). It seems more stable now but I got to do some long play sessions first to be sure.
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