Apr 18, 2010 at 9:50 PM
Edited Apr 18, 2010 at 10:22 PM
I see the big effort you all guys are making on bringing us that great thing that fp3 will be,
yet i'm stuck with the latest release version and I'm having big issues with the last feature i implemented in my wannabe great game : War Company.
Here's a video to show the problem, but i will explain it anyway:
the game is an arcade style game, the level is made by relatively small fixed tiles that i now want to be destroyed with rokets and grenades.
I obtain this by subtracting a circle geom from the ground polygon. So far so good, even if i found quite a major bug in the subtract polygon method, of wich we may discuss later on...
The problem appears always when i add/remove important geometries to the game world(bullets and rockets can be added and removed without a hint).
So, until now, i always took great care to never remove geoms to the simulator, disactivating all unwanted bodies and keeping all of them in the simulation, even if this was very unefficient performance-wise.
With the new destructible floor feature i stepped again on the same problem: i actually need to remove the old geom from the simulation to add the new, subtracted, geom (or geoms as the floor tile can be completely cut with enought firepower).
And clearly here it comes again: geoms start jumping around like in a superalcholic party...
Now i'm using the selective sweep algorithm for the broadphase collision, and the distance grid for the narrow phase.
What I would like to know is why there is such a problem, if there is some documentation about it, and if possible how to fix it.