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?
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?
#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.
Torque 3D Owner Dion Burgoyne
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