Objects still aren't awoken properly

Discuss any questions about BEPUphysics or problems encountered.
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snoozbuster
Posts: 172
Joined: Sat Sep 24, 2011 7:31 am

Objects still aren't awoken properly

Post by snoozbuster »

I've gotten reports from the folks helping me develop my game (and seen it myself) that the entities waking up hasn't been totally fixed. I'm a lazy bum and don't want to spend the time to reproduce it, so I'll send you the files for my game instead. I don't know the conditions, but if you just play around with the level for a while, getting boxes to pile up and stuff, you'll see it happen.
Norbo
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Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Objects still aren't awoken properly

Post by Norbo »

If I was supposed to receive something in private message or e-mail, it hasn't arrived :)

If you tried the contact@bepuentertainment.com or norbo@bepuentertainment.com emails previously, try a forum private message or my backup email at bepuentertainment@gmail.com. Some recent domain changes are giving the usual email problems, though they should be getting fixed by now.

By the way, I'm a bit low on time, and any work you do to narrow down the cause will prevent me from having to spend time doing it. :)
snoozbuster
Posts: 172
Joined: Sat Sep 24, 2011 7:31 am

Re: Objects still aren't awoken properly

Post by snoozbuster »

Norbo wrote:If I was supposed to receive something in private message or e-mail, it hasn't arrived :)

If you tried the contact@bepuentertainment.com or norbo@bepuentertainment.com emails previously, try a forum private message or my backup email at bepuentertainment@gmail.com. Some recent domain changes are giving the usual email problems, though they should be getting fixed by now.

By the way, I'm a bit low on time, and any work you do to narrow down the cause will prevent me from having to spend time doing it. :)
I haven't sent it yet. I will now.

I'm not really in any big hurry. We're still a few months from completion. I would assume that the logic you fixed last time wasn't completely fixed, so you might try starting there.
Norbo
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Re: Objects still aren't awoken properly

Post by Norbo »

The download link appears to be broken.
Norbo
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Re: Objects still aren't awoken properly

Post by Norbo »

There it goes! It's working now.
Norbo
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Joined: Tue Jul 04, 2006 4:45 am

Re: Objects still aren't awoken properly

Post by Norbo »

At a glance, it appears object deactivation occurs when the rollers beneath the object also stop moving. In that situation, the box going to sleep may be the correct behavior.

However, after about 10 minutes of fiddling with it, I'm not sure if what I am seeing is what you were seeing. This is the value of a true reproduction case- the problem is isolated in a scenario where it occurs reliably and it is possible to describe it specifically so that there's no guesswork.

As it is, I might be debugging your game as opposed to the physics- something I ought to charge money for :) There's no way to tell which it is until after the fact.

I would guess you're running into some obscure interaction between activity and your collision events that handle the roller motion. It isn't necessarily a bug in the engine- it could just be some hard to understand behavior like the order of event dispatching. You might want to just set your box.ActivityInformation.IsAlwaysActive to true and be done with it.

If the rollers still sometimes stop moving, you could change to a more robust roller motion control approach. For example, use different events like the pair's updated event or just have the rollers always on.

If you do end up verifying that there is, in fact, a bug in the engine, let me know (preferably with an isolated reproduction case) and I'll give it another shot.
snoozbuster
Posts: 172
Joined: Sat Sep 24, 2011 7:31 am

Re: Objects still aren't awoken properly

Post by snoozbuster »

Norbo wrote: You might want to just set your box.ActivityInformation.IsAlwaysActive to true and be done with it.
This is an option? I would have done this a while ago had I known it was there. I think this'll fix it, thanks.
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