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Full Version: Collision doesn't work (partially) on FreeBSD
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Hi

I have tested new version (2010-06-30) of vdrift on FreeBSD/amd64. I made some minor modifications for it builded without problems.

The problem is when I play some race it seems like collision is working partially because some areas (almost all) of some tracks can be trasppassing (cars, walls, etc). Another times the cars are keeping trapped on some walls when I try pass them.

See some screenshots at: http://people.freebsd.org/~acm/screen/vdrift

Maybe it could be by the latest version of bullet (2.77) that I'm using on my fbsd box.

Tell me what kind of information could help you for fix it.

Greetings
ACM
Quote:could be by the latest version of bullet (2.77) that I'm using on my fbsd box
This shouldn't be an issue. We are including bullet source(bullet directory).

Quote:some areas (almost all) of some tracks can be trasppassing (cars, walls, etc)
If they are not marked as collidable you will be able to pass through.

Quote:Tell me what kind of information could help you for fix it.
To fix it someone with a lot of spare time would have to check, mark the meshes as collidable.
NaN Wrote:
Quote:could be by the latest version of bullet (2.77) that I'm using on my fbsd box
This shouldn't be an issue. We are including bullet source(bullet directory).

Quote:some areas (almost all) of some tracks can be trasppassing (cars, walls, etc)
If they are not marked as collidable you will be able to pass through.

Quote:Tell me what kind of information could help you for fix it.
To fix it someone with a lot of spare time would have to check, mark the meshes as collidable.

Currently, could it be considerated like normal because vdrift is in a re-implemented stage and some things need a bit of help? I'm wondering it because I want to commit new version of vdrift to FreeBSD port tree and if it is not a bug then I haven't problem to do it

Greetings
ACM
Based on your screenshots I agree with NaN, this seems normal. It'd be nice to fix it, but it's not a problem with your specific build.
joevenzon Wrote:Based on your screenshots I agree with NaN, this seems normal. It'd be nice to fix it, but it's not a problem with your specific build.

Nice, well I just committed a new version of vdrift to FreeBSD ports tree Smile

http://www.freshports.org/games/vdrift/

Greetings
ACM
i thought it was normal too, but i'd have to agree that collision is partially broken. i can drive through any wall and the car tends to jump around when going through.

tested with EF on rouen. ubuntu
On latest svn I CAN'T drive through any wall on roeun. Well with EF I sort of can, but only because it has a tendency to flip into the air when you touch anything, including kerbs.