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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineGameSimulation.Update(deltaTime) > Crash ?GameSimulation.Update(deltaTime) > Crash ?
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1/2/2012 5:02 PM
 
mavonic
No Ranking

www.mavonic.de
Joined: 9/26/2011
Posts: 26
GameSimulation.Update(deltaTime) > Crash ? 

Hey,

everytime i move a RidigBody (in the Update, if the Key "W" is pressed, i change the Pose) the Engine Crashes:

How i change the Pose:

if (keyboardState.IsKeyDown(Keys.O))
                Objectmanager.GameObjects[0].Body.Pose = new Pose(new Vector3F(Objectmanager.GameObjects[0].Body.Pose.Position.X + 0.2f, 0, 0));

The Error:

"GameSimulation.Update(deltaTime);" > "Der Index war außerhalb des Arraybereichs."

Stack Trace (Source : DigitalRune.Physics):

bei A.c3813009c1171253be56c785c7a4646a7.c9d6febe2f42deb115290757a0772d244(Int32 c09fd01352a8161308ebdc5dbb04ebc15, Int32 ce960b2607d7897e33dadb7dabd76272d)   bei DigitalRune.Physics.SimulationIslandManager.c322ef1ce205c6dbcf3a93ad899943435()   bei DigitalRune.Physics.Simulation.cec30c6fe61398312619cdcd10a0a691d(TimeSpan c8b459619a7ae018a2933149ea0bc4815)   bei DigitalRune.Physics.Simulation.Update(TimeSpan deltaTime)   bei DigitalRune.Physics.Simulation.Update(Single deltaTime)   bei SelfWorld.Game.Game.UpdateSimulation(GameTime gameTime) in C:\Users\Marvin\Documents\Visual Studio 2010\Projects\SelfWorld\SelfWorld\SelfWorld\Game\Game.cs:Zeile 220.   bei SelfWorld.Game.Game.Update(GameTime gameTime) in C:\Users\Marvin\Documents\Visual Studio 2010\Projects\SelfWorld\SelfWorld\SelfWorld\Game\Game.cs:Zeile 206.   bei SelfWorld.SelfWorld.Update(GameTime gameTime) in C:\Users\Marvin\Documents\Visual Studio 2010\Projects\SelfWorld\SelfWorld\SelfWorld\SelfWorld.cs:Zeile 132.   bei Microsoft.Xna.Framework.Game.Tick()   bei Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)   bei Microsoft.Xna.Framework.GameHost.OnIdle()   bei Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()   bei Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)   bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)   bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)   bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)   bei System.Windows.Forms.Application.Run(Form mainForm)   bei Microsoft.Xna.Framework.WindowsGameHost.Run()   bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)   bei Microsoft.Xna.Framework.Game.Run()   bei SelfWorld.Program.Main(String[] args) in C:\Users\Marvin\Documents\Visual Studio 2010\Projects\SelfWorld\SelfWorld\SelfWorld\Program.cs:Zeile 27.


 But the Physics works perfeclty ! :D

 
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1/2/2012 6:42 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 577
Re: GameSimulation.Update(deltaTime) > Crash ? 

Can you reproduce the same crash in the PhysicsSample project?

Does it crash if you disable sleeping? (To disable sleeping set Simulation.Settings.Sleeping.TimeThreshold to a very large value.)

Does it crash if you disable multithreading? (To disable multithreading set Simulation.Settings.EnableMultithreading to false.)

 
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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineGameSimulation.Update(deltaTime) > Crash ?GameSimulation.Update(deltaTime) > Crash ?


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