Hello, is there any way to make this not happen?
when creating a new rigid body and falls to the infinite, apply DestroydBody when it passes the value -10.
some bodies when they fall, no problem, but when many bodies, generates an error
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index.
Is there any way to fix it? the intention is to remove the bodies that do not use so that they do not consume resources.
Gracias!!
thanks!!
DestroyBody question.v4p (41.5 kB)
vux
November 11, 2011, 4:24pm
2
Have to look at that one, but yeah seems some spread thing bit wrong here.
I’ll run a debug on the week end
vux
January 3, 2012, 2:05pm
3
Fixed in b27, problem was in vvvv handling custom node types when spread count changes.
looks like this bug is back or has never been fixed.
all bullet nodes turn red when i destroy some boxes and TTY tells me this:
https://vvvv.org/sites/default/files/imagecache/large/images/exception.PNG
most recent vvvv version, 32bit
guest
January 6, 2014, 8:36am
5
vux
January 14, 2014, 10:40am
6
Fixed for bullet, now destroy will work properly
hi vux, thank you for fixing destroy. it seems there is a new bug now.
https://vvvv.org/sites/default/files/imagecache/large/images/division.JPG
easy to test with current alpha and 01_BasicPrimitives.v4p in addons girlpower
vux
January 27, 2014, 10:27pm
8
@u7angel : looked at it, seems issue comes from pin calculation. If you use IDiffSpread + IsBang then 4v reports a SliceCount of 0. Need to push that to devvvvs.
vux
January 27, 2014, 10:34pm
9
Ok nevermind, issue was coming from some INodeIn bug which got fixed in meantime.
On latest release it works.
u7angel
January 28, 2014, 3:20am
10
cheers for having a look at it
vux
February 18, 2014, 4:13pm
11
Ok, please note that this will be fixed in Box2d as well for next release.
With another fix that create pin is also properly spreadable.
And (at long last, will come with a 64 bits build).
Prepare yourself by downloading :
http://www.microsoft.com/en-us/download/details.aspx?id=40784
(32 bits and 64 bits download there)
It will also be needed for some dx11 anyway, so better be ready ;)
Really nice fixes - cheers Vux!
guest
February 21, 2014, 12:19pm
13
Thank you for the update.
Any chance for some more advanced nodes?
Thinking of one for collision filtering for example,
so basically to be able to sort out collisions if you wish,
before they get applied in the engine?
That would be useful in some special cases.