Jump to content

deathbravo

Members
  • Posts

    49
  • Joined

  • Last visited

deathbravo's Achievements

  1. I found some clues on my cloth crash. the cloth is enabled to be simulated in both server and client side. I am not sure why 2 identical clothes run in physx could cause invalid particle data. the crash occurs while creating cloth enabled tsStatic using script in console. the reason is Andrew's cloth code check physics world of client side while creating cloth, if the client world doesn't exist, nothing will happen. If client world exist, then create cloth in the world. when loading the test mission with cloth in it, the server world will be created first, then load the shapes to the server side, create client world , then load shapes in client. while enabling cloth in server side, the code ask for client world, but the world doesn't exist, then nothing to do. while create shape in the console, the client world is already there, the shape will be added twice in both server and client side, and are both created in the client world. I tried to check isServerObject() in _enableCloth(), and it stopped crashing.
  2. thanks again Timmy, I want to make 3.3 works at first. I am progressively studying the engine
  3. Thanks Timmy, I have seen the source code of physx 3.4 in UE's repo. If the problem is caused by modified tsMesh, I think I am not too far from solution.
  4. hi, anybody merged Timmy's & Andrew's advanced physx cloth into 3.9? I tried it but lockParticleData at line 315 of px3ClothShape.cpp returns data with invalid particle array, crashes the program. I tried step by step F10 trace the engine running, to ensure the vertices of cloth mesh passed in to createCloth properly. and the mesh is Andrew's flag model.
  5. when i first run it in cmd console, it gives : Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object. at Torque3D.GuiCanvas.showWindow() in D:\GameDev\Torque3D-Hobby\Torque#-Alpha \c#\Torque3D\Torque3D\Engine\GuiCanvas.cs:line 940 at Game.TestScript.entry() in D:\GameDev\Torque3D-Hobby\Torque#-Alpha\c#\Torq ue3D\Game\TestScript.cs:line 142 at Torque3D.Torque3D.Initialize(String[] args, Libraries libraryNames) in D:\ GameDev\Torque3D-Hobby\Torque#-Alpha\c#\Torque3D\Torque3D\Torque3D.cs:line 121 at Game.Program.Main(String[] args) in D:\GameDev\Torque3D-Hobby\Torque#-Alph a\c#\Torque3D\Game\Program.cs:line 17 then I tried it in visual studio, it works. Then it can work in cmd console without the exception thrown.
  6. a short distraction; I am the vim fan. but I like the joke. :D :lol: :D :lol:
  7. seems nobody knows things in network layer at this moment. I am just reply to say thanks for your effort.
  8. interesting project. thanks for the recommendation.
  9. forgot to mention that my machine is an old laptop, hasn't DX11 support, and I run them in DX9 mode in Win7 64bit.
  10. http://forums.torque3d.org/download/file.php?mode=view&id=101 tried another build, loaded, it should be the official version prebuild. other build
  11. I tried the file. It loaded in my computer. My 3.9 is a 32bit pre build binary, not sure its the official one or johxz's version.
×
×
  • Create New...