Crashing
by arteria3d · in Torque Game Engine · 01/22/2005 (7:36 am) · 28 replies
Why does torque crash so much??? In my game poayd on my Pc and a fe others - it is crashing - especially when coliding with an object or dif. The game is at a very basic level, with no ai - at the moment - just a working level. It is extreemly frustrating - has anybody else experiened this. It just seems unstable
About the author
Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com
#22
I do agree with you as well on this looking like a memory error due to a code change somewhere, especially since he probably still has (if there were any) changes from his adjustment for using the mirror as a waterblock, or his changes for the swimming effect he was working on.
Is there a way to produce an executable that has debugging info for GDB (symbol table, etc.) without having the extra protection of "debug" builds?
01/23/2005 (1:11 pm)
@Pat: Yes, I do understand that! Could you give an estimate on the order of magnitude of slow down by chance though? Personally, we use debug builds all the time, but then run a release build for our internal testing, and I have not been able to notice signifigant changes in performance from the player's perspective, so it sounded unusual to me that it is a signifigant difference. I'll take your word for it however--maybe I'm just blessed with powerful dev platforms!I do agree with you as well on this looking like a memory error due to a code change somewhere, especially since he probably still has (if there were any) changes from his adjustment for using the mirror as a waterblock, or his changes for the swimming effect he was working on.
Is there a way to produce an executable that has debugging info for GDB (symbol table, etc.) without having the extra protection of "debug" builds?
#23
01/23/2005 (1:14 pm)
Stephen read my pervious mail! This is a fresh build - no alterations - no script change, no swim code, and no mirror or water.... All that is in are my objects!
#24
The only other thing I can think of is IIRC your waterblock is really big, correct? It's possible (although nothing specifically indicates this) that could be an issue.
01/23/2005 (1:24 pm)
@Stevie: If you'll note, I was entering my message as you entered yours, so I had no way to read your previous message until afterwards!The only other thing I can think of is IIRC your waterblock is really big, correct? It's possible (although nothing specifically indicates this) that could be an issue.
#25
01/23/2005 (1:26 pm)
The water block was big and thats what i thought could have caused the problem. However i made a new waterblcok, that was tiny just to see the responce - it crashed
#26
C++ : General : Debug Information Format : (Program Database)
Linker : Debugging : Generate Debug Info : (Yes)
And that will let you set breakpoints and view contents of memory in release mode. HOWEVER things like function inlines will be optimized and so it won't be nearly as complete as a debug build, but it will help track down bugs. Another thing you can do is compile with the TORQUE_DEBUG macro defined to enable asserts and such.
01/23/2005 (1:29 pm)
Yes, Stephen. I am not 100% sure how to do it in GCC, but for Visual studio you just have to do a release build and change these options:C++ : General : Debug Information Format : (Program Database)
Linker : Debugging : Generate Debug Info : (Yes)
And that will let you set breakpoints and view contents of memory in release mode. HOWEVER things like function inlines will be optimized and so it won't be nearly as complete as a debug build, but it will help track down bugs. Another thing you can do is compile with the TORQUE_DEBUG macro defined to enable asserts and such.
#27
@Stevie: You may want to try to do what Pat suggests in the post above and see if you can get it to crash, but with debug info so you can explore the error. In other words, you aren't really creating a full "debug" version as TGE looks at it, but simply a "release with IDE troubleshooting info available" type of build.
Hopefully that will work as I'm hoping, and allow you to crash, but provide tracing ability.
01/23/2005 (1:49 pm)
@Pat: Thanks!@Stevie: You may want to try to do what Pat suggests in the post above and see if you can get it to crash, but with debug info so you can explore the error. In other words, you aren't really creating a full "debug" version as TGE looks at it, but simply a "release with IDE troubleshooting info available" type of build.
Hopefully that will work as I'm hoping, and allow you to crash, but provide tracing ability.
#28
What i have noticed to in the starter fps - the water level is very much lower than mine. Could the elevation of it be affecting the crash??? I have also taken the terrain out, as i am making lots of my terrain with .difs to see whether it makes a difference - but no.. the water still crashes the system
01/29/2005 (12:50 pm)
Mad... when crashes.. no information is passed through to the compiler.What i have noticed to in the starter fps - the water level is very much lower than mine. Could the elevation of it be affecting the crash??? I have also taken the terrain out, as i am making lots of my terrain with .difs to see whether it makes a difference - but no.. the water still crashes the system
Torque 3D Owner arteria3d