Vehicle collision
by Frank Bignone · in Torque Game Engine · 09/01/2001 (7:38 am) · 0 replies
I'm digging on the vehicle code at the moment.
I think I found what is the origin of the vehicle collision bugs (already pointed out in some threads).
In code ts/tsShape.cc, function computeAccelerator, it may happen that a ConvexHullAccelerator is initialized with no VertexList.
It happens because the code does not call the following method :
This bad initialisation will then conducts to a crash when we get back this accelerator and try to access vertex[0].
I need to dig more in the code to find a way to fix this bug, but I'm opened to any helps and comments to solve this bug.
I think I found what is the origin of the vehicle collision bugs (already pointed out in some threads).
In code ts/tsShape.cc, function computeAccelerator, it may happen that a ConvexHullAccelerator is initialized with no VertexList.
It happens because the code does not call the following method :
mesh->getFeatures(0, mat, n, &cf, surfaceKey);
This bad initialisation will then conducts to a crash when we get back this accelerator and try to access vertex[0].
I need to dig more in the code to find a way to fix this bug, but I'm opened to any helps and comments to solve this bug.
About the author
Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.