In the midst of an unscheduled-but-well-needed contract-funding-related vacation so I’m working on Mythruna. Adding some debug app state stuff to it to track down physics issues:
Here was see spamming all of the contacts to figure out why I go bouncing down a hall when I jump. So far I don’t see any offending contacts but I need to turn off depth test to be sure.
Paul the debug app state ( on top right of screen) is different from StatsAppState of jme , may i ask which debug appstate you are using exactly ? is it available in JME ?
It’s my own and I have several in this particular game. It’s not available in JME.
You can get similar from the sim-eth examples, though. There is a HUD app state that let’s you easily place things in different parts of the screen and fill them with what you like. Mythruna is using something very similar (not a coincidence).
You could use a custom compound instead of a capsule (It seems the capsule is a bit buggy). You can also trick the camera (however, this is not always a valid solution).
There is one here @pspeed prepared earlier that is a good example of a debug state. I find using Lemur BaseAppState more convenient too. Pauls demo apps really show you how to use the engine ‘as-per-documentation’ and I recommend his simisilica repo as a good read in general.
Yeah, it was convenient enough that we incorporated it into JME core… so you technically don’t have to use Lemur’s anymore.
The one change in usage is that the overridable enable() and disable() methods are now onEnable() and onDisable() because it was confusing some folks, I guess. (even though we didn’t rename initialize and cleanup to onInitialze() and onCleanup().)
I really should incorporate some standard debug and HUD states into SiO2. The way I did it in sim-eth makes it easy to add/remove debug indicators to the HUD so they could all be self-contained.
Hahah… four day bug hunt in my physics engine is over and I even understand why it was broken and learned some things in the process. And it wasn’t actually a bug in the physics engine, either. Whee.
Turns out if you set friction negative for some contact then you are going to have a bad time.
For no reason I started working on a new game project, and accidentally decided I needed a Plasticine Material / Shader. Very early still but promising, my vector math let me down so there are odd shiny artefacts at extreme angles… for now. The model is a bit ass up atm, not important …
same thing, standard unshaded material for comparison ::
Oh, I am so happy!
I was working on the HUD and wanted to finally link my player info on the server with the HUD. So I’ve started to work on the SpiderMonkey API to get everything working but failed because of something i had done in the past with the npcs management class…
Then I’ve decided to remove the problem i had made and redone the whole NPCs class witch turn to be a cpu resource drain/blockage(It was synchronizing the position of the npcs to be frank it was stupid) and it was blocking the whole main thread… causing unwanted freeze sometime and fps drop of a giant 60%… haha
SO it turn out it was one of the many bug i had introduce in the game…