diedir Posted September 13, 2010 Share Posted September 13, 2010 (edited) Hi all before updating the graphic driver to 10.7 on an HD 5850 with vista 64 with LE 2.40, i never notice that: at beginning of my scene all is ok but near the end of the terrain limit (20 meters ~=), while playing with my car, jumping and crashing, suddenly the physics stops to respond : the car stays in the air with no steer and a limited to nothing torque (wheels turning a bit then stop) only solution is to start the scene again... i try to add a "SetForce(model)" in z axis to force physics but only work a time... is it the ATI driver or otherwise an Newton physics issue ? i don't try to reverse driver, tricky thing i assume... am i the only one in that case ? thanks for answer or testimonies Edited September 21, 2010 by diedir Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
DaDonik Posted September 13, 2010 Share Posted September 13, 2010 What you describe sounds like your vehicle is reaching the end of the newton world. Normally it is 500m in each direction (from Position 0,0,0). Try SetWorldSize(Vec3(1000)) or even a bigger value. Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
diedir Posted September 13, 2010 Author Share Posted September 13, 2010 Thanks for your answer never knew about that end of the Newton world (wasn't 12.21.2012 ?) i am curious though while my world is 256x256 wide but i will try if it happen again... soon i presume thank you Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
Canardia Posted September 13, 2010 Share Posted September 13, 2010 I do usuallly SetWorldSize(Vec3(50000)); hasn't shown any negative aspects yet. For camera range I set usually Vec2(0.001,5000), it's not too far, not too near and handles the retarted 32-bit float range nicely. Additionally I need to set the camerarange for lights also (wtf? but this is how the engine "works"), if you want to have lights inside a light cage which "project" the cage outside. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
diedir Posted September 14, 2010 Author Share Posted September 14, 2010 thanks Lumooja for your tuning tricks i will try that later too, for the moment, i set the world at Vec3(1000) and cannot reproduce the weird physics since... hope it vanished Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
DaDonik Posted September 14, 2010 Share Posted September 14, 2010 Try setting it to something lower and check if the problem occurs again. Then you know if it's the newton world size, or some kind of bug. Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
diedir Posted September 14, 2010 Author Share Posted September 14, 2010 i found a big problem when my model hurts a big static model when my model hurting static tubes in the AABB of the static model then my car get frozen to static even adding force to move it fails i put "worldsize" very big size with no luck, physics inside static physics not working for me. after colliding with static meshes, the model sometimes flies far in the sky and get frozen; the mass of the car is 2.0 to stick a bit with reality. perhaps it is not enough ? Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
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