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Thread: Re: vibrating models (was shockwave 3d and bsp trees)




Re: vibrating models (was shockwave 3d and bsp trees)
country flaguser name
Colombia
2007-03-07 16:26:44
> Is that similar to what you're experiencing?

I don't think so. What would happen with mine was all the
models that aren't 
in the initial world are set up then removefromworld()-ed,
and their 
bonesplayers paused (ok so now I know this was not really
achieving what I 
wanted!).
When the player moves from location to location, I add and
remove all the 
required models.

The weirdness was that any animated model that was not in
the intial world 
would, start vibrating vertically, with the degree of
vibration building up 
over time (to start with it's invisible, but if you play the
game for 5 
minutes or so it eventually becomes very noticable).
For some unknown reason the animated models in the outside
bit remained 
fine, even though they went through the same add / remove
routines as 
everywhere else.

'Tis strange indeed.

Barry
gerbiltheburrow.co.uk 

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Re: vibrating models (was shockwave 3d and bsp trees)
country flaguser name
Netherlands
2007-03-07 16:49:10
Barry Swan wrote:
> The weirdness was that any animated model that was not
in the intial 
> world would, start vibrating vertically, with the
degree of vibration 
> building up over time (to start with it's invisible,
but if you play 
> the game for 5 minutes or so it eventually becomes very
noticable).
> For some unknown reason the animated models in the
outside bit 
> remained fine, even though they went through the same
add / remove 
> routines as everywhere else.

Maybe related, maybe not, but I've had issues that could be
described 
similarly when I use bonesplayer'd models directly, instead
if putting them in a group and controlling the group.  My
rule of thumb 
is to never ever touch the position of the bonesplayer'd
model,
since when you play a motion, the translation of the
rootbone is 
actually stuffed into the model.transform.position, so if
you touch
the model's transform you'll actually interfere in the
motion.

This stopped my charcaters from walking with their feet way
into the 
ground after climbing up and down those stairs 80 times.

Bye, Lucas
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Re: vibrating models (was shockwave 3d and bsp trees)
country flaguser name
United States
2007-03-07 21:48:39
There's a Shockwave issue with more recent AMD processors.
This sounds 
similar to the symptoms your describing.
The problem happens when the thread running shockwave player
in the browser 
switches from one processor to another. This actually
happens quite 
frequently on a dual core system. The player gets the system
time stamp at 
one frame, the player's thread is switched to the different
processor by the 
OS, then on the next frame when it takes the time stamp
again it comes up 
with a completely invalid time since each core has it's own
clock and they 
aren't in sync.

Here's an 'easy' way to tell if you're having the problem:
while the browser 
is running open the task manager. In the processes view find
the process for 
the browser. Right click to get the context menu. Choose the
Set Affinity. 
command. When you set the affinity for a process the
process' threads will 
only run on the CPUs you specify. Unselect all the CPUs from
the list except 
for one. Click okay and the player should now be displaying
the movie 
correctly. If it is, there's a fix available at AMD which
allows the player 
to work, without setting the affinity for the browser's
process all the 
time.

 On the AMD site, under Utilities & Drivers, AMD Athlon
64/FX Processors. 
AMD Athlon 64 X2 dual core processor Utilities and Updates,
AMD Dual-Core 
Optimizer 
(http://www.amd.com/us-en/Processors/TechnicalResources/0
,,30_182_871_13118,00.html). 
If you read the description you see that it fixes programs
which try and use 
the CPU clock (which there are two of) to use the memory
clock (which there 
is only one of).

Gene Endrody

MaidMarian.com



----- Original Message ----- 
From: "Barry Swan" <gerbiltheburrow.co.uk>
To: "Director - Shockwave - and Flash Game
Production" 
<dirgames-lnuttybar.drama.uga.edu>
Sent: Wednesday, March 07, 2007 2:26 PM
Subject: Re: [dirGames-L] vibrating models (was shockwave 3d
and bsp trees)


>> Is that similar to what you're experiencing?
>
> I don't think so. What would happen with mine was all
the models that 
> aren't in the initial world are set up then
removefromworld()-ed, and 
> their bonesplayers paused (ok so now I know this was
not really achieving 
> what I wanted!).
> When the player moves from location to location, I add
and remove all the 
> required models.
>
> The weirdness was that any animated model that was not
in the intial world 
> would, start vibrating vertically, with the degree of
vibration building 
> up over time (to start with it's invisible, but if you
play the game for 5 
> minutes or so it eventually becomes very noticable).
> For some unknown reason the animated models in the
outside bit remained 
> fine, even though they went through the same add /
remove routines as 
> everywhere else.
>
> 'Tis strange indeed.
>
> Barry
> gerbiltheburrow.co.uk
> _______________________________________________
> dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
> 


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