PierreTerdiman

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I can reproduce this now. I'll need some time to investigate what's going on, as the issue is not immediately clear.

FYI I fixed this one in PhysX 5 now. Not sure if/when the fix would be back-ported to PhysX 4 though.

This approach where we raycast against either a sphere or a capsule doesn't seem to work all the time: https://github.com/NVIDIAGameWorks/PhysX/blob/4.1/physx/source/geomutils/src/sweep/GuSweepSphereTriangle.cpp#L119 I tried several ways to improve it, nothing really worked....

**_Is there documentation anywhere on why the algorithm requires this step?_** This is part of the "sweep and prune" (a.k.a. "sort and sweep") algorithm. **_I'm wondering if it could be...

With the "kinematic character controller" pushing dynamic objects around is implemented by users in contact callbacks (called when the character touches objects). It is usually up to users to apply...

I haven't been able to reproduce this so far. Are you doing anything out of the ordinary for this to happen? I did various tests like in the attached video,...

Ok, for PhysX 4 you will need to modify the code in 2 places: https://github.com/NVIDIAGameWorks/PhysX/blob/c3d5537bdebd6f5cd82fcaf87474b838fe6fd5fa/physx/source/scenequery/src/SqAABBPruner.cpp#L161 https://github.com/NVIDIAGameWorks/PhysX/blob/c3d5537bdebd6f5cd82fcaf87474b838fe6fd5fa/physx/source/scenequery/src/SqAABBPruner.cpp#L198 Add the last part with BUILD_LAST_FRAME there: ` if(mProgress==BUILD_NEW_MAPPING || mProgress==BUILD_FULL_REFIT || mProgress==BUILD_LAST_FRAME) `...

Two weeks is not bad. According to the Perforce history, this bug has been introduced at some point between 2013 and 2014 (I couldn't find exactly when). And nobody ever...

Thanks. My name is in there but only because I modified the code at some point. I'll track down the original authors and check with them what's going on in...