Dreikblack Posted August 21 Posted August 21 In update of fps player in window loop: FPSPlayer.lua local pickInfo = self.camera:Pick(framebuffer, cx, cy, 0, true) Usually it happens in monster fight for some reason, but very randomly. Sometimes it happens when you enter in a room with first one, and another time it may not happen at all. So just try few times and you can put a player before monster trigger for faster reproducing, Can't pause debug to see if it's in loop or something, so probably it's in the engine code. Spent hours to find out what was causing it. Steam beta. Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted August 25 Posted August 25 This is very interesting. It appears that cylinder colliders go into an infinite loop when a ray cast is performed on them. The monsters use a cylinder collider, and the reason you see a difference in behavior is probably because it only happens if you are looking right at them, so that the ray intersects them.... 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted August 25 Posted August 25 I posted a thread here: http://newtondynamics.com/forum/viewtopic.php?f=9&t=9862&p=68284#p68284 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Solution Josh Posted August 26 Solution Posted August 26 Julio provided a fast fix for this. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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