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Re: Simple Physics Engine Platform question
[Re: indiGLOW]
#27568
05/22/04 22:24
05/22/04 22:24
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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Ok I have done some further investigation into the problems I am having. I have set some -d handles, that enable/disable the physics within my game. Also running the game on the target platform in a window, I find that it is not just locking up the computer, but is actually generating an invalid instruction. I don't know if this means anything to anyone, but here is that error anyway. Code:
3DGS_6_23 executed an invalid instruction in module 3DGS_6_23.EXE at 0167:004eacee. Registers: EAX=44e1d271 CS=0167 EIP=004eacee EFLGS=00010203 EBX=028a1cf8 SS=016f ESP=01bef494 EBP=028a1c98 ECX=028a1be0 DS=016f ESI=028a1cec FS=2fd7 EDX=44c6d275 ES=016f EDI=028a1d04 GS=0000 Bytes at CS:EIP: db c1 db f2 db c2 d9 5c 24 14 de d9 d9 44 24 14 Stack dump: 035aa594 028a1be0 00000008 08471af0 006b4e20 03bb9d6c 44e1d271 44c6d275 44c619e3 0000000c 0000b38c 0044c1cd 00000000 3d0a0c4a 01bef634 03b69c44
My real question is this due to poor code on my behalf, a bug in the physics engine, the solver 256MB that Ventilator mentions or something else? The Target Platform is a Celeron 900Hmz 256MB Micro-PC (Just means small).
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Re: Simple Physics Engine Platform question
[Re: indiGLOW]
#27569
06/02/04 18:22
06/02/04 18:22
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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Ok as no one seems to be able to help me get the PE running on these Celeron900Mhz 256MB Pc's, could someone help me with a work around. If one car crashes into another, i need to move the car away as IF it had been hit. Only in x,y and not as realistic as the PE. Any ideas ??? Obviously without using the PE now!
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Re: Simple Physics Engine Platform question
[Re: indiGLOW]
#27570
06/02/04 20:50
06/02/04 20:50
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Joined: Oct 2001
Posts: 1,407 Helsinki, Finland
Phantom88
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Maybe you should post this in bug hunt... Doesn't seem like a bug in your code. ODE(PE) should work with that system, theres something else, it's not the memory, that's for sure
EDIT: Hey, your dev. pc is allmost exactly the same as my new rig i have ordered... (Except i have a amd) (Off-topic, but worth of mentioning)
~Phantom88~
Last edited by Phantom88; 06/02/04 20:52.
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ICQ #: 157485106 | Xfire: Phantom1988 | MSN: lauri_andler@hotmail.com | AIM: FinPhantom | YAHOO: FinPhantom
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Re: Simple Physics Engine Platform question
[Re: Phantom88]
#27571
06/03/04 19:41
06/03/04 19:41
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indiGLOW
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Interesting, I have contacted Conitec directly about this but as of yet I have had no reply, despite have 12months tech support...duh! I suspect that the PE should be running on the target machine also, but without tech-sup I am unable to identify the problem. I have tested it on another similiar spec machine and it also crashed out on that one, so I presume it is a under-powered issue. As far as I can tell the PE is not doing anything really complex, which is why im now going to attempt to hard-code the knock-back into the events system. I am disapointed that the PE could not be used.... I have built in a runtime switch for the PE to future proof it, incase I can resolve the probem.... As for the dev machine. I have found it very capable.... good shopping! although I only ever use intel!
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Re: Simple Physics Engine Platform question
[Re: indiGLOW]
#27572
06/04/04 03:51
06/04/04 03:51
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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Quote:
Interesting, I have contacted Conitec directly about this but as of yet I have had no reply, despite have 12months tech support...duh!
You should have an answer in 48 hours (normally 24). If not, double check the address and send again.
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Re: Simple Physics Engine Platform question
[Re: indiGLOW]
#27573
06/04/04 07:51
06/04/04 07:51
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
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A moderately large number of constraints is not a reason for crashes, it would just slow things down. Most likely you are accessing an entity that has not been properly initialized or got removed in the meantime. Please resend your mail to me: mgrubert@conitec.net
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Re: Simple Physics Engine Platform question
[Re: Marco_Grubert]
#27574
06/04/04 20:48
06/04/04 20:48
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
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If that was true, why does it run on my development machine, the other Intel P4 in the office, another AMD P4 equiv in our other office, and not on the 2 target machines that have Celeron2 900 chips? Please understand I would prefer it to be a error on my side, this is afterall the first time I have seriously set out to use the PE. If you could give me a simple code example that starts the PE and sets an entity to have physics I could test this on the target platform, and if that will define where the problem is. I truly hope the problem is within my code, but I fail to see where it is, considering that it runs fine on all other platforms. FYI: My first email to conitec was on the 23rd May and then again on the 27th sent to support@conitec.net.
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Re: Simple Physics Engine Platform question
[Re: Marco_Grubert]
#27576
06/05/04 20:13
06/05/04 20:13
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Posts: 1,550 United Kingdom
indiGLOW
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I will do thanks Marc. However it pretty much just points to this thread. Can you give me a simple PE code example. One that will turn on the PE and apply physics to an object. I will test this on the target platform and then I will know if it will work. My Code is pretty simple, i use a run-time handle to test if PE has been set on, if it has it runs the following commands. I have just posted my PE commands in case there is something obvious that would prevent them running on Celeron 2 900 Code:
// Later in the code............. Entities Action Code phent_settype( My, PH_RIGID, 0 ); phent_settype( My, 0, 0 ); phent_settype( My, PH_RIGID, PH_BOX ); phent_setmass( My, 20000, PH_BOX); phent_setfriction( My, 45); my.enable_friction = on; // Before Move Code............. TruePhysics_On){phent_settype( my, 0, 0 ); // After Move Code............. phent_settype( my, PH_RIGID, PH_BOX );
This all works fine, the friction/weight/gravity needs tweaking, but it runs. When you add cars and they hit each other they bounce away, roll and crash. However as soon as you add a car on the target platform the game crashes out to windows without a message. I have managed to get an error in the Kernal32.dll if I run the game in a window and it crashes. If this is not enough I can send a copy of my WDL.
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