Comments (5)
I can confirm that, the demo computes fine until the ballBody
hits the ground
.
I just built the 7.0.3
release on arch linux using gcc 13.2.1
(BTW: As far as I can tell this seems to be the only proper physics library written in pure C, which makes it quite unique and wonderful.)
here is my output:
Time is 0.00. ballBody is at ( 0.00, 15.00). It's velocity is ( 0.00, 0.00)
Time is 0.02. ballBody is at ( 0.00, 15.00). It's velocity is ( 0.00, -1.67)
Time is 0.03. ballBody is at ( 0.00, 14.97). It's velocity is ( 0.00, -3.33)
Time is 0.05. ballBody is at ( 0.00, 14.92). It's velocity is ( 0.00, -5.00)
Time is 0.07. ballBody is at ( 0.00, 14.83). It's velocity is ( 0.00, -6.67)
Time is 0.08. ballBody is at ( 0.00, 14.72). It's velocity is ( 0.00, -8.33)
Time is 0.10. ballBody is at ( 0.00, 14.58). It's velocity is ( 0.00, -10.00)
Time is 0.12. ballBody is at ( 0.00, 14.42). It's velocity is ( 0.00, -11.67)
Time is 0.13. ballBody is at ( 0.00, 14.22). It's velocity is ( 0.00, -13.33)
Time is 0.15. ballBody is at ( 0.00, 14.00). It's velocity is ( 0.00, -15.00)
Time is 0.17. ballBody is at ( 0.00, 13.75). It's velocity is ( 0.00, -16.67)
Time is 0.18. ballBody is at ( 0.00, 13.47). It's velocity is ( 0.00, -18.33)
Time is 0.20. ballBody is at ( 0.00, 13.17). It's velocity is ( 0.00, -20.00)
Time is 0.22. ballBody is at ( 0.00, 12.83). It's velocity is ( 0.00, -21.67)
Time is 0.23. ballBody is at ( 0.00, 12.47). It's velocity is ( 0.00, -23.33)
Time is 0.25. ballBody is at ( 0.00, 12.08). It's velocity is ( 0.00, -25.00)
Time is 0.27. ballBody is at ( 0.00, 11.67). It's velocity is ( 0.00, -26.67)
Time is 0.28. ballBody is at ( 0.00, 11.22). It's velocity is ( 0.00, -28.33)
Time is 0.30. ballBody is at ( 0.00, 10.75). It's velocity is ( 0.00, -30.00)
Time is 0.32. ballBody is at ( 0.00, 10.25). It's velocity is ( 0.00, -31.67)
Time is 0.33. ballBody is at ( 0.00, 9.72). It's velocity is ( 0.00, -33.33)
Time is 0.35. ballBody is at ( 0.00, 9.17). It's velocity is ( 0.00, -35.00)
Time is 0.37. ballBody is at ( 0.00, 8.58). It's velocity is ( 0.00, -36.67)
Time is 0.38. ballBody is at ( 0.00, 7.97). It's velocity is ( 0.00, -38.33)
Time is 0.40. ballBody is at ( 0.00, 7.33). It's velocity is ( 0.00, -40.00)
Time is 0.42. ballBody is at ( 0.00, 6.67). It's velocity is ( 0.00, -41.67)
Time is 0.43. ballBody is at ( 0.00, 5.97). It's velocity is ( 0.00, -43.33)
Time is 0.45. ballBody is at ( 0.00, 5.25). It's velocity is ( 0.00, -45.00)
Time is 0.47. ballBody is at ( 0.00, 4.50). It's velocity is ( 7.32, -1.83)
(here the program hangs indefinitely)
from chipmunk2d.
Hmm. It seems to stuck in recursion in cpSpaceProcessComponents()
, but only using GCC 13? I poked at it for a while, but not quite sure what's going on yet.
from chipmunk2d.
I don't have a fix for this yet, and haven't had much time to work on it.
As a workaround you can do space->sleepTimeThreshold = INFINITY
to disable object sleeping as a temporary workaround.
from chipmunk2d.
@slembcke Check the new pull request please.
from chipmunk2d.
I tried the workaround, but still get the freeze.
I can not directly access the members of space
.
Instead I call cpSpaceSetSleepTimeThreshold(space, INFINITY)
.
Is there an update on this?
from chipmunk2d.
Related Issues (20)
- [Documentation] cpPolyShapeGetCount typo in docs
- Licensing confusion HOT 1
- cpSpaceSegmentQueryFirst returns wrong normal If a segment query starts within a shape
- Leaking memory on sleeping bodies
- Can new version tag be released including the sys/sysctl.h related fix? HOT 1
- Reproducable state & serialization of space
- Stackoverflow in SubtreeInsert when adding too many shapes to a space.
- simulating rolling friction with Chipmunk2D for a top-down game HOT 8
- Segment query first, sometimes failing HOT 9
- The demo crashes whether it's built with gcc or visual studio HOT 3
- Perf improvements HOT 5
- Add constraint between two static bodies which are later changed to dynamic does not work HOT 5
- Freezes when static body collides HOT 5
- Assessment of the difficulty in porting CPU architecture for chipmunk2D HOT 2
- Crash in debug mode using MSVC 2022 HOT 1
- Collisions and sleep HOT 1
- Is there a reason why maxForce doesnt apply to DampedSpring and DampedRotarySpring?
- Is there formatting config/rules used on Chipmunk2D? HOT 2
- Total impulse of cpDampedRotarySpring is wrong, it adds the damping instead of subtracting it.
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from chipmunk2d.