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KinematicBody strange issue #702

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marcosbitetti opened this issue Sep 18, 2014 · 9 comments
Closed

KinematicBody strange issue #702

marcosbitetti opened this issue Sep 18, 2014 · 9 comments

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@marcosbitetti
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Curious thing, when I was positioned the KinematicBody in arbitrary coordinates using GridMap with collisions all work fine.
But using a large plane or a grid for collision only on a mesh terrain and place KinematicBody on arbitrary coordinates in little times the system is overloaded and a terrible lag begins!
But if I start KinematicBody from corrdinates 0,0,0 the issue don't appears!
I'll still do more testing to confirm it in more cases.

@reduz
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reduz commented Sep 18, 2014

I think KinematicBody does not work with planes, I still have to fix this,
but if you can make a small demo when the kinematicbody fails so I can test
why, that would be greatly appreciated :)

On Thu, Sep 18, 2014 at 7:50 AM, Marcos Augusto Bitetti <
[email protected]> wrote:

Curious thing, when I was positioned the KinematicBody in arbitrary
coordinates using GridMap with collisions all work fine.
But using a large plane or a grid for collision only on a mesh terrain and
place KinematicBody on arbitrary coordinates in little times the system is
overloaded and a terrible lag begins!
But if I start KinematicBody from corrdinates 0,0,0 the issue don't
appears!
I'll still do more testing to confirm it in more cases.


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#702.

@marcosbitetti
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I reduced the size of it to the fullest. But error remains. Just walk around the area for 3 or 4 seconds.
Is a large plane below city floor.
https://dl.dropboxusercontent.com/u/270587/testes/barbarian_bunny_killer_minified.zip

@reduz
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reduz commented Sep 18, 2014

oh i didnt test yet but, if it helps, if you make a reaaally large
kinematicbody that move it around a world, it's probably going to consume a
lot of CPU to test against everything, not sure if this is what you meant?
will test in a bit

On Thu, Sep 18, 2014 at 7:37 PM, Marcos Augusto Bitetti <
[email protected]> wrote:

I reduced the size of it to the fullest. But error remains. Just walk
around the area for 3 or 4 seconds.
Is a large plane below city floor.

https://dl.dropboxusercontent.com/u/270587/testes/barbarian_bunny_killer_minified.zip


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#702 (comment).

@marcosbitetti
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Before it I try subdivide it in various slices, but problem remains. If you try to move Player to position 0,4,0 it no occurs.

@reduz
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reduz commented Sep 19, 2014

I could get to reproduce it, but It strangely does not seem to be the physics, will need to profile it to find out what is going on

@godotengine
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I found the issue, this is really weird. The main character is a
KinematicBody and the stage is a StaticBody.
But there is a RigidBody somewhere going REALLY fast, so fast that the
octree than handles the physics has to spend a while recalculating because
it goes WAY too far way.

Think you could check the scene again to find what it is? I guess I should
add a check to see if objects go waay too far away and throw some error.

On Thu, Sep 18, 2014 at 10:21 PM, Juan Linietsky [email protected]
wrote:

I could get to reproduce it, but It strangely does not seem to be the
physics, will need to profile it to find out what is going on


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#702 (comment).

OkamStudio

@marcosbitetti
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Very weird! A method add_inimigo instanciate scene in enemys/Coelho.scn in node chars in main scene.

@reduz
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reduz commented Sep 19, 2014

I added a check if compiled in debug mode that will throw an error the next
time this happens, so feel free to close this issue if you wish.

On Fri, Sep 19, 2014 at 7:47 AM, Marcos Augusto Bitetti <
[email protected]> wrote:

Very weird! A method add_inimigo instanciate scene in enemys/Coelho.scn in
node chars in main scene.


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#702 (comment).

reduz added a commit that referenced this issue Sep 19, 2014
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
@marcosbitetti
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Ok, this is useful! Thanks.

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