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Re: Strange inconsistencies
[Re: Marco_Grubert]
#42738
03/29/05 12:25
03/29/05 12:25
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Joined: Jan 2005
Posts: 22 New Zealand
SteveIRL
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Newbie
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OP
Newbie
Joined: Jan 2005
Posts: 22
New Zealand
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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.
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Re: Strange inconsistencies
[Re: SteveIRL]
#42739
03/30/05 07:35
03/30/05 07:35
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
Expert
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
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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.
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Re: Strange inconsistencies
[Re: SteveIRL]
#42741
04/01/05 12:55
04/01/05 12:55
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
Expert
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Expert
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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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.
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Re: Strange inconsistencies
[Re: Marco_Grubert]
#42742
04/07/05 01:21
04/07/05 01:21
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Joined: Sep 2001
Posts: 237 Maine, USA
Jason Bryant
Member
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Member
Joined: Sep 2001
Posts: 237
Maine, USA
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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
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Re: Strange inconsistencies
[Re: Jason Bryant]
#42743
04/07/05 19:44
04/07/05 19:44
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Joined: Sep 2002
Posts: 1,381 New Brunswick, Canada
Ayrus
Serious User
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Serious User
Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
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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....
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Re: Strange inconsistencies
[Re: Jason Bryant]
#42745
04/08/05 18:07
04/08/05 18:07
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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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.
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Re: Strange inconsistencies
[Re: Jason Bryant]
#42746
04/08/05 20:05
04/08/05 20:05
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
Expert
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Expert
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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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.
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Re: Strange inconsistencies
[Re: Marco_Grubert]
#42747
04/09/05 00:35
04/09/05 00:35
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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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.
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