DestroyBody (Bullet) question

Hello, is there any way to make this not happen?

when creating a new rigid body and falls to the infinite, apply DestroydBody when it passes the value -10.

some bodies when they fall, no problem, but when many bodies, generates an error


Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index.

Is there any way to fix it? the intention is to remove the bodies that do not use so that they do not consume resources.

Gracias!!
thanks!!

DestroyBody question.v4p (41.5 kB)

Have to look at that one, but yeah seems some spread thing bit wrong here.

I’ll run a debug on the week end

Fixed in b27, problem was in vvvv handling custom node types when spread count changes.

looks like this bug is back or has never been fixed.

all bullet nodes turn red when i destroy some boxes and TTY tells me this:

most recent vvvv version, 32bit

Same problem, different cause?

1st err when object is destroy - CreateObject(Pers.) Node flashes pink
2nd Not sure?
3rd When a replacement object is automatically created by reactivating CreateObject.

But the first err is the main problem.
sites/default/files/user-files/Box2D%20Error.txt
sites/default/files/user-files/Box2D%20Error2.txt
sites/default/files/user-files/Box2D%20Error3.txt

1st err when object is destroy - CreateObject(Pers.) Node flashes pink (25.3 kB)
2nd Not sure? (25.3 kB)
3rd When a replacement object is automatically created by reactivating CreateObject. (25.3 kB)

Fixed for bullet, now destroy will work properly

hi vux, thank you for fixing destroy. it seems there is a new bug now.

easy to test with current alpha and 01_BasicPrimitives.v4p in addons girlpower

@u7angel : looked at it, seems issue comes from pin calculation. If you use IDiffSpread + IsBang then 4v reports a SliceCount of 0. Need to push that to devvvvs.

Ok nevermind, issue was coming from some INodeIn bug which got fixed in meantime.

On latest release it works.

cheers for having a look at it

Ok, please note that this will be fixed in Box2d as well for next release.

With another fix that create pin is also properly spreadable.

And (at long last, will come with a 64 bits build).

Prepare yourself by downloading :
http://www.microsoft.com/en-us/download/details.aspx?id=40784

(32 bits and 64 bits download there)

It will also be needed for some dx11 anyway, so better be ready ;)

Really nice fixes - cheers Vux!

Thank you for the update.
Any chance for some more advanced nodes?
Thinking of one for collision filtering for example,
so basically to be able to sort out collisions if you wish,
before they get applied in the engine?
That would be useful in some special cases.