Physics Bugs #9

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opened 2025-03-11 22:38:15 +00:00 by Quaternions · 5 comments
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  1. smooth transfer between flush minkowski surfaces
  2. the monster jam bug fall through slanted part
  3. bhop_toc bug (multitouch?)
  4. bhop_toc boosters repeated activation bug
  5. bhop_toc jump at end fall through floor
  6. walk into wall without moving mouse, walk target is not refreshed at end of wall FIXED in 55ff199269
  7. very small mv value fall through ground xD
  8. surf
  9. divide by zero in Minkowski vert_edges
  10. bhop_arcane_v2 boosters too strong
1. smooth transfer between flush minkowski surfaces 2. the monster jam bug fall through slanted part 3. bhop_toc bug (multitouch?) 4. bhop_toc boosters repeated activation bug 5. bhop_toc jump at end fall through floor 6. ~~walk into wall without moving mouse, walk target is not refreshed at end of wall~~ FIXED in 55ff199269ec9c99b715578ae7cf54cf28cc8017 7. very small mv value fall through ground xD 8. surf 9. divide by zero in Minkowski vert_edges 10. bhop_arcane_v2 boosters too strong
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Owner

Bug 2 identified as physics mesh faces consisting of vertices which don't lie precisely on the face. To fix: generate mesh vertices with half precision and limit the number of vertices per face to 3.

WIP branches are max-area-triangulation and physics-bug2

TODO: split concavities into multiple submeshes

Bug 2 identified as physics mesh faces consisting of vertices which don't lie precisely on the face. To fix: generate mesh vertices with half precision and limit the number of vertices per face to 3. WIP branches are [`max-area-triangulation`](https://git.itzana.me/StrafesNET/strafe-project/commits/branch/max-area-triangulation/) and [`physics-bug2`](https://git.itzana.me/StrafesNET/strafe-project/commits/branch/physics-bug2/) TODO: split concavities into multiple submeshes
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Bug 9 is suspected by the Quaternion to be a brush mesh which is misinterpreted by the physics mesh conversion because of identical Face hashes.

Bug 9 is suspected by the Quaternion to be a brush mesh which is misinterpreted by the physics mesh conversion because of identical Face hashes.
Member

I've been looking into the early collision end bug (not sure which one this counts under - it's where you fall off a platform too early when walking depending on how you landed on it) - so far the only substantial difference between landing on a part going towards or away from an edge is a SubmeshVertId chosen throughout the collision. If it should be different and why it causes weird collision end, no idea yet

I've been looking into the early collision end bug (not sure which one this counts under - it's where you fall off a platform too early when walking depending on how you landed on it) - so far the only substantial difference between landing on a part going towards or away from an edge is a SubmeshVertId chosen throughout the collision. If it should be different and why it causes weird collision end, no idea yet
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I've been looking into the early collision end bug (not sure which one this counts under - it's where you fall off a platform too early when walking depending on how you landed on it)

This is bug 1, the physics is failing to transfer the point of contact across the edge boundary to another flush minkowski face.

> I've been looking into the early collision end bug (not sure which one this counts under - it's where you fall off a platform too early when walking depending on how you landed on it) This is bug 1, the physics is failing to transfer the point of contact across the edge boundary to another flush minkowski face.
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Owner

Bug 1 has a fix in the minkowksi-transfer branch but it accentuates the effects of deeper bugs with the minkowski MeshQuery implementation. I desperately need a face crawler state visualizer to shake out the MeshQuery bugs.

Bug 1 has a fix in the [`minkowksi-transfer`](https://git.itzana.me/StrafesNET/strafe-project/src/branch/minkowksi-transfer/) branch but it accentuates the effects of deeper bugs with the minkowski MeshQuery implementation. I desperately need a face crawler state visualizer to shake out the MeshQuery bugs.
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Reference: StrafesNET/strafe-project#9
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