BloodRedd / gamekit

Automatically exported from code.google.com/p/gamekit
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Static collisions not running on built source executable #295

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. build source (vis studio 11)
2. run any gamekit demo
3. static objects provide no collision support (ie: ground)

What is the expected output? What do you see instead?
ground should keep objects up, instead objects fall through, happens on all 
demos and when I make a simple test in blender

What version of the product are you using? On what operating system?
I grabbed source via tortoiseSVN, windows 8 64.

Please provide any additional information below.
If I run these demos with the runtime provided on the gamekit website, 
collisions work fine. I noticed that the executable is about 7MB compiled, 
versus the 4MB from the website.

Original issue reported on code.google.com by ChrisFG...@gmail.com on 6 Jan 2013 at 2:22

GoogleCodeExporter commented 8 years ago

Original comment by thomas.t...@googlemail.com on 6 Jan 2013 at 5:24

GoogleCodeExporter commented 8 years ago
To ChrisFG,

I am not sure if it is the cause, but do you mind change the momo_orge.blend's 
(or any sample file that you have) main scene's name from "scene" to 
"StartScene" to try again?

I do not know why the default setting does not works for me, so I just made 
this change and it works for me. I thought it was myself who mess up something 
since it seem that default settings work for other people.

Just a guess. Still looking around for the reason.

Attachment is the modified momo_orge.blend for Runtime with the modification 
that I mentioned above.

By the way, the reason that the executable is much larger may cause by 
incremented features, the one on the website is much older than SVN. Dertom 
recently add many great features to SVN.

Hope it helps.

Sincerely,
Danil

Original comment by KAI.TING...@gmail.com on 6 Jan 2013 at 8:44

Attachments:

GoogleCodeExporter commented 8 years ago
To ChrisFG,

I test again and it seem that the latest SVN r1236 already fix the issue for me 
without the modification to blend file.

Hope it helps.

Sincerely,
Danil

Original comment by KAI.TING...@gmail.com on 6 Jan 2013 at 9:02

GoogleCodeExporter commented 8 years ago
changing the scene name did not help, but i resynced the source, rebuilt and 
compiled it and it is now working! thanks! the vehicle demo does not seem to 
work right as i don't see the buggy-- perhaps i'm missing something there. all 
the other demos seem to work just fine now :)

Original comment by ChrisFG...@gmail.com on 6 Jan 2013 at 9:19

GoogleCodeExporter commented 8 years ago
I can confirm that there are issues. That is due to enabling blender's new 
collisionmask/group-settings in the physics-panel. I assume that there are 
problems if the blend-file is <2.64. Rigid bodies tend to fall through... I 
will fix this now...

Original comment by thomas.t...@googlemail.com on 6 Jan 2013 at 9:29

GoogleCodeExporter commented 8 years ago
Hmm, strange thing. The issue I am hunting actually seems to be blender related.
1) Create a plane
2) create a box and place it above the plane
3) set box to rigid body AND DO NOT select the plane so the physics-props are
never shown in physics-panel

Start gamekit => the box falls through

4)Select the plane and go to physics-panel.

Start gamekit => the box collides with plane

Seems to be an init-problem. Cause loading the blender-data, the plane's 
physics is set to "NO COLLISION"... Not sure if that is a bug in blender or an 
issue on our side... I will keep that in mind.

@ChrisFGill: 
1)Vehicle-Demo works for me...strange thing...can you check again!? Even though
I didn't change anything there...

2)The runtime from the website is such small cause I did compress it with upx:
http://upx.sourceforge.net/

I conside this issue as fixed even though there is still the issue I 
mentioned...

Original comment by thomas.t...@googlemail.com on 6 Jan 2013 at 10:42