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Bullet physics engine problem in debug only

by Dion Burgoyne · in Torque 3D Professional · 08/31/2013 (9:45 pm) · 2 replies

I'm not sure if anyone is really using the Bullet physics engine other than me :) but after building a pretty decent amount of my world I've tried to run the engine in debug and keep hitting an assert in BtPlayer::findContact, it appears that a null is getting passed into the physics engine on startup

test_DEBUG.dll!BtPlayer::findContact(SceneObject * * contactObject, Point3F * contactNormal, Vector<SceneObject *> * outOverlapObjects) Line 438 C++

test_DEBUG.dll!Player::findContact(bool * run, bool * jump, Point3F * contactNormal) Line 5358 C++
test_DEBUG.dll!Player::updateMove(const Move * move) Line 2960 C++
test_DEBUG.dll!Player::processTick(const Move * move) Line 2339 C++
test_DEBUG.dll!StdServerProcessList::onTickObject(ProcessObject * pobj) Line 345 C++
test_DEBUG.dll!ProcessList::advanceObjects() Line 269 C++
test_DEBUG.dll!ServerProcessList::advanceObjects() Line 179 C++

anyone have any experience around this?

#1
09/03/2013 (3:46 pm)
The cause seems to be coming from incomplete models in a forest seem to be showing up as nulls in the bullet engine which seems to throw the duplicate entries assertion.
#2
09/04/2013 (10:17 am)
The reason you see it is in debug only is because it does not check in release. The problem is there is both debug and release though.