bug or feature ? : PhysicsDebrisData doesn't allow LOD : will cold crash
by TheGasMan · in Torque 3D Professional · 06/15/2011 (8:33 am) · 4 replies
I spent 5 hours today solving why T3D was cold-crashing/no-log when I was trying to make simple breakable physics shapes. I thought my breakit! tool was broken..
Yet the entire time it was T3D not liking LODs on Physicsdebrisdata!!! (note: this is with using the Physics shape setup for debris, I have not tried any other method. Perhaps regular objects with LOD will work when used as debris ?)
bug or feature ?
if "feature" then the line below is Docs worthy;
WARNING: Physicsdebrisdata LODs will cause cold crashes/no-log!..and possible hair loss.
so...(head + desk)*N
Yet the entire time it was T3D not liking LODs on Physicsdebrisdata!!! (note: this is with using the Physics shape setup for debris, I have not tried any other method. Perhaps regular objects with LOD will work when used as debris ?)
bug or feature ?
if "feature" then the line below is Docs worthy;
WARNING: Physicsdebrisdata LODs will cause cold crashes/no-log!..and possible hair loss.
so...(head + desk)*N
About the author
gameartstore.com
Recent Threads
#2
Going through the physics shape tutorial, I assume that most would assume that physicsshapes and their debris are built upon the same structure as well as allowing LODs. I took that road and it threw me for a loop obviously.
thx Scott
06/15/2011 (10:48 am)
I suppose I should ask that you guys add this info into the docs to inform people. If a feature add: "NOTE physicsdebris can not use LODs, this will cause a crash without C++ modification." ..blah blah blah. ;)Going through the physics shape tutorial, I assume that most would assume that physicsshapes and their debris are built upon the same structure as well as allowing LODs. I took that road and it threw me for a loop obviously.
thx Scott
#3
Thanks for the heads up, EB.
06/15/2011 (12:45 pm)
I don't believe this was the intended functionality. So I'd call this one a bug. If the amount of debris is causing a performance problem, a current workaround might be to add a null LOD to the hierarchy so the debris disappears at a certain distance.Thanks for the heads up, EB.
#4
As for using regular objects with LOD for the PhysicsDebris; that fails too which forces me to agree that it is a bug.
(To Breakit! users: I have it noted to add a "nulldetail1" button to the next release.)
06/16/2011 (7:12 am)
The nulldetail works for removing the mesh rendering but of course the physics are still calculated. Definitely better than nothing..the timeout is nice to have as well.As for using regular objects with LOD for the PhysicsDebris; that fails too which forces me to agree that it is a bug.
(To Breakit! users: I have it noted to add a "nulldetail1" button to the next release.)
Associate Scott Burns
GG Alumni