1. we created terrain shape by AWPBvhTriangleMeshShape.
2. car speed very faster.
3.
when game run a while, the error maybe happen.
Can you help us to fixed that? and
save our life, thanks!
RangeError: Error #1125: index out of range.Software: Away3D 4.x |
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liuyi, Member
Posted: 12 December 2011 08:41 AM Total Posts: 65 1. we created terrain shape by AWPBvhTriangleMeshShape. when game run a while, the error maybe happen. Can you help us to fixed that? and save our life, thanks!
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R Villani, Newbie
Posted: 06 February 2012 11:02 AM Total Posts: 13 [ # 4 ] I’m getting this error too. It’s a skate game and it crashes randomly when the skate speed is high and it collides with something. Also I get an error undefined every time I use removeRigidBody(). It’s not instantly, but after a while when the skate collides again with another mesh. That’s something very bad about using alchemy: we can’t understand and solve the erros that come from Bullet!! When the problem is in Away3D itself it’s ok, because you can track the error all the way to the source. But with awayphysics that’s impossible!!
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R Villani, Newbie
Posted: 06 February 2012 12:16 PM Total Posts: 13 [ # 6 ] No. It’s not that big. My scene consists of: The ramp is the only object that uses AWPBvhTriangleMeshShape because of it’s triangular format. But it’s very small. But if you mean about distance of things from origin, yes, it’s big! I don’t like it very much the solution of scaling the world. Wouldn’t it change the behaviours of things like gravity? I tryed to do it with the skate simply stopped and the streets looping below it with the objects. But to update the rigidBodies positions to follow the objects every frame, made me loose 30fps (I’m using 60).
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R Villani, Newbie
Posted: 06 February 2012 12:33 PM Total Posts: 13 [ # 7 ] Made more and more tests. But the problem is that as obstacles are created, the fps keeps droping, until the game is not playable at all. Ain’t there any method to do something like dispose() to rigid bodies?
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R Villani, Newbie
Posted: 08 February 2012 02:50 AM Total Posts: 13 [ # 9 ] Sorry to take so long to answer, Li. I was looking for the possibility, but it’s a job and my client said I can’t send it to you. It’s a shame. But try something like this: create a AWPStaticPlaneShape or a huge box to be a floor. Get a ball on it and make it accelerate in Z constantly, so it can go far and achieve a great speed. Put some objects on the floor as obstacles and use removeRigidBody as the ball get past them. This should throw an error when the ball hit something after another thing has been removed from the physics world. And what about dispose? Is there something like it? Thanks for the answers till now!
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