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| 19 Mar 2013 08:20 PM |
Greetings,
Impulse solver is turned on for production website (www.roblox.com). It is a significant change to our collision engine. Please help me test places with physics and let me know if there are any bugs or suspicious behaviors you find !
http://blog.roblox.com/2013/02/impulse-solver-gives-robloxs-physics-a-serious-speed-boost/
Thanks! GFTiger |
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| 19 Mar 2013 08:31 PM |
Have you finally fixed the bug where welding an unanchored part to an anchored one puts it to sleep? If I shoot a rocket, will it slow down to near-stopping when it gets 30-or-so studs away?
Gah, this update probably has nothing to do with bug fixes. Just optimization right? I'll let you know if I find any more bugs, I guess. |
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| 19 Mar 2013 08:33 PM |
| Btw answer my and others' questions on your other thread pls. It's not very classy to post a thread and not respond to the questions people ask. |
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DannyCore
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coplox
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| 19 Mar 2013 08:45 PM |
| I'm going to go see if this somehow fixes derp motors. I'll report back when I find something. |
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HaxHelper
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| 19 Mar 2013 09:06 PM |
| I've been waiting for better physics. kthx |
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HaxHelper
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| 19 Mar 2013 09:13 PM |
| Some parts seem to sleep when they're not supposed to - specifically when removing parts from beneath other parts. |
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| 19 Mar 2013 09:30 PM |
First thing I did:
Took 3 parts, put one on the bottom, one up higher, and another between the two. Anchored outer parts, then set all part's elasticity to 1, and friction to 0, and ran the place.
The middle brick falls on the bottom and begins a funky dance.
I turned the middle into a sphere. Ran it again, the middle brick slowly rose and eventually touched the top brick.
omg free energy
Something I noticed:
I made the top and bottom really long, and I doubled the force of gravity for the middle, (-196.2*mass) and I put the middle high enough to be adjacent with the bottom of the top. The ball would bounce a few times and gain speed, but when it fell so that the top of the ball was lower than the top of the bottom, it would move at what looks like a constant velocity (I think there's just less acceleration.) down through the length of the bottom, and speed up once it exited the part. |
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zins
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woot3
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| 20 Mar 2013 02:51 AM |
Tested it here: http://www.roblox.com/CTF-Liliths-Dowry-place?id=2225250
Issues: -Parts ghosted. (They jumped from one position to another, then they'd reset before falling)
-Bigger parts fell slower
-Parts exploded on touch (For example, I touched the throne in the building and the parts went flying)
-Parts of walls started moving by themselves (Made an explosion, about 3-4 minutes after the parts began drifting away from the explosion point)
-Parts that weren't nearby were affected by explosions.
I've seen no other issues yet. I'll keep you posted if I do. |
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HD188753
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liavkr104
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Garnished
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| 20 Mar 2013 07:33 AM |
| YAY! Less-laggy explosions! |
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Imperatos
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| 20 Mar 2013 07:40 AM |
| I liked the lag ): it made me able to jump around on flying bricks ): |
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saumibane
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Kellapod
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| 20 Mar 2013 08:28 AM |
#yoloswag
# [X101 Maj. General Kelly :] |
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| 20 Mar 2013 08:56 AM |
| Awesome, did a little test dropping 3300 parts into the ground and it managed to run at 10-20 fps as apposed to like 1-5 fps before the impulse solver, great work! I'll see if i can't find any bugs now c: |
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dycd
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| 20 Mar 2013 10:56 AM |
| Impulse Solver won't fix any weld/motor/joint problems. It's mainly a speed optimization for collision. |
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| 20 Mar 2013 11:01 AM |
| @AW, interesting experiments you performed. In general "elasticity=1.0" is a tricky spot at the fringe of injecting energy continuously to the system. We have known issues around this and it's probably not impulse solver specifically. I'd love to see a video of what you tried. |
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| 20 Mar 2013 11:14 AM |
| @woot3, thanks for the reports. I played the level a little bit and sometimes there are artifacts like drifting for a pile of debris parts. I didn't see the fly-on-touch issue and move-for-no-reasons issue. It might be related to networking synchronization. Overall does the new collision feel better or worse than before from both gameplay and performance point of views ? |
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dekkonot
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| 20 Mar 2013 05:42 PM |
Oh hey. Do I detect actual want for feedback on this post?
Reported for spam. |
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digpoe
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| 20 Mar 2013 05:59 PM |
[offtopic] Nooo! Not the dreaded 'Report' word! [/offtopic]
Seems a little faster, but I don't really delve into massive blocks falling everywhere and explosions; so it doesn't REALLY effect everyone. Although, it will probbably stop any custom collision engine in Lua (probbably highly innefficient and uglycoded to get it done faster) and will take a 'bajillion' less lines of code to complete. |
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woot3
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| 21 Mar 2013 02:37 AM |
"Overall does the new collision feel better or worse than before from both gameplay and performance point of views ?"
It's a massive improvement! I'll see if I can get videos of some of them bugs. |
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