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Posted

I was wondering if anyone has any tips for debugging newton dynamics?

My game is crashing when I call Entity::Turn on a Model that has Rigid Phsyics, box shape, and a mass of 60.

Vec3 posit = this->GetEntity()->GetPosition(true);
Vec3 navPoint = this->nextNavPathPoint;

posit.y = 0;
navPoint.y = 0;
double angle = Math::ACos(posit.Dot(navPoint)/posit.Length());
this->GetEntity()->Turn(0, angle, 0, true);

 

See attachment for my stack trace. I'll try workup a demo tomorrow which has the same problem.

newtoncrash.png

Posted
11 hours ago, gamecreator said:

While this won't help with debugging or why it's crashing, I thought you were supposed to use physics commands for physics objects, like SetOmega.

That very well could be the case, but how do we know which functions to use?

Is Entity::AlignToVector a physics function?

Posted

You can now post your game on the Newton forum and get help directly from the author of Newton, since the physics DLLs are now debuggable.

  • Like 1

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