Small bugs and lots of questions...
Posted: Thu Nov 25, 2010 4:13 am
Hey Norbo, I have a few issues that have cropped up lately.
We upgraded to 14.3 and now around 30% of our static tri meshes return mesh verts that are in the wrong location...
So we tried to build a content processor to extract the vertices and also tried the one on the xna website in the picking sample, but both make our rendering engine crash (Have no idea why as we don't have the source) even thou we don't ever try to render those meshes...
So basically i have 6 questions...
1. Do you have or know of a good content processor that could help this?
2. We were wondering if there is a way of updating one object more than others, like the player marble in our game, for improved stability.
3. When the entire physics simulation slows down (when you touch a slow time pickup) we want the player marble to be unaffected and move and normal (or some other speed) how can we achieve this?
4. When our game runs on the phone the collision events only fire about 10% of the time, any idea why this could be?
5. Is there anyway to make an object unraycastable but still have normal physics responses and be in the physics system that is being raycasted?
6. Also how is .15 going any chance of an early test version so we can get a build of our game converted over to use it?
We upgraded to 14.3 and now around 30% of our static tri meshes return mesh verts that are in the wrong location...
So we tried to build a content processor to extract the vertices and also tried the one on the xna website in the picking sample, but both make our rendering engine crash (Have no idea why as we don't have the source) even thou we don't ever try to render those meshes...
So basically i have 6 questions...
1. Do you have or know of a good content processor that could help this?
2. We were wondering if there is a way of updating one object more than others, like the player marble in our game, for improved stability.
3. When the entire physics simulation slows down (when you touch a slow time pickup) we want the player marble to be unaffected and move and normal (or some other speed) how can we achieve this?
4. When our game runs on the phone the collision events only fire about 10% of the time, any idea why this could be?
5. Is there anyway to make an object unraycastable but still have normal physics responses and be in the physics system that is being raycasted?
6. Also how is .15 going any chance of an early test version so we can get a build of our game converted over to use it?