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Update from 1.3.5 to 1.4 caused physics problem.. *solved*

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Update from 1.3.5 to 1.4 caused physics problem.. *solved* Empty Update from 1.3.5 to 1.4 caused physics problem.. *solved*

Post  davefb Thu Aug 06, 2009 9:32 am

hi,
just started on sio2 . First job, update our game from 1.3.5 to 1.4 sdk. After making the not too many changes , it wasn't working as expected Sad.
The problem was that our bike objects would collide 'incorrectly' with the landscape. After going thru lots and lots of dead ends , it appears that the default output for the export script has changed for 'actors' that haven't got a 'bounds' specified. Previously this seems to have defaulted to '4' or 'triangle mesh' , now it doesnt' and leaves a 'box' instead.
Currently, rather than ask my artist to go through all the objects and edit this setting (he's busy editing UV's),I've done a quick hack to revert the defaults of the 1.3.5 script.
Something like this ( including the comment and commented out old version) , ( obv this is only for people with problems who haven't been thru and explicitly edited the setting in the blend file , once this is done the hack to the export py file isn't needed)

Code:

               #====================================
               # OBJECT BOUNDS
               #
               # 0 - Cube
               # 1 - Sphere
               # 2 - Cylinder
               # 3 - Cone
               # 4 - Static Triangle Mesh
               # 5 - Convex Hull
               #====================================
#               bounds = obj.rbShapeBoundType
#               mass  = 0.0
#
#                                 
#               if( obj.rbFlags & Object.RBFlags[ "DYNAMIC" ] ):
#   
#                  mass = obj.rbMass
#                  
#                  if( obj.rbFlags & Object.RBFlags["SOFTBODY"] and
#                        bounds != 5 ):
#   
#                        bounds = 5
#   
               bounds = 4
               mass  = 0.0
                              
               if( obj.rbFlags & Object.RBFlags[ "DYNAMIC" ] ):

                  bounds = obj.rbShapeBoundType

                  if( obj.rbFlags & Object.RBFlags[ "RIGIDBODY"] or
                     obj.rbFlags & Object.RBFlags[ "DYNAMIC"  ] and
                        bounds != 4 ):
                     
                        mass = obj.rbMass


                  if( obj.rbFlags & Object.RBFlags["SOFTBODY"] ):
                  
                        mass = obj.rbMass
                     
                        if( bounds != 5 ):
                           bounds = 5


*beware* I'd never used python before, so for those others that havent', the layout is important! ( look up offside http://en.wikipedia.org/wiki/Off-side_rule).
Thanks to francescu for the gldebug thing, that showed up that boxes rather than mesh was being used Smile.
Oh and , no doubt after I've posted, I'll instantly find a message about this on the forum!
-dave-
now, back to the ai I was supposed to be writing Smile

davefb

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Update from 1.3.5 to 1.4 caused physics problem.. *solved* Empty Re: Update from 1.3.5 to 1.4 caused physics problem.. *solved*

Post  davefb Fri Aug 07, 2009 2:32 am

*however*
the app now runs at 8fps on the 1.4.0 sdk , rather than about 12fps on the 1.3.5.

I tried reverting the bullet code, and that seemed to make no difference.

Any ideas what might have happened??

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Post  sio2interactive Fri Aug 07, 2009 2:40 am

User shark to profile... also if you have made the switch to 3.0 at the same time im not surprised... I found a performance loss in the texture upload / download...
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Update from 1.3.5 to 1.4 caused physics problem.. *solved* Empty Re: Update from 1.3.5 to 1.4 caused physics problem.. *solved*

Post  davefb Fri Aug 07, 2009 6:09 am

shark *seems* to show 60% of time in sio2vertexgrouprender.

50% in gldrawelements,,, so i'm guessing the rest in the bind? <- though not obvious from the shark output..

in instruments ( opengles ) the non-zero stuff is something like,
command buffer used max size 1340784
gartresident object count 53
command buffer allocated bytes 3194880
owning PID 769
gartwired object count 53
scene count 6
command buffer count 2
command buffer submit count 6
resource bytes 22347776
command buffer submitted bytes 8044896
context count 3
command buffer free count 1
core animation frames per second 6 (!!!)
tiled scene bytes 499712
resource count 74
gartwired object size 18513920
gartpage in count 53
tiler utilization 39%
command buffer used avg size 1340784
command buffer used min size 1340784
garpage in size 18513920
xrvideo card run time stamp 202697878
command buffer largest size 1556480
command buffer total size 3112960
gart resident object size 18513920
render utilization 9%

all i can 'think' there is that it's slow, but the resident object size isnt too big?
anyone got any pointers on any of the other numbers Smile
thnx
-dave-

we *have* tried to make a texture atlas which was annoying since then we couldnt use tile as much, we hoped that would speed things up, but it doesnt seem to have Sad

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Post  davefb Fri Aug 07, 2009 8:17 am

we've also tried , os3.0 but with the older code that works with sdk 1.3.5 ( with appropriate compiler change so it works)

and this runs at the same speed as before. so it doesnt appear to be the new os3.0 ..

which implies its the change from sdk 1.3.5 to 1.4.0 that has caused the slowdown Sad.

since it seems to be in the render most of the time , is it possible that a new 'feature' of the engine has caused this slowdown? perhaps new information is exported ?

( At first I thought , physics, however I've tried turning the physics off and/or reverting to the previous bullet code, but that made no measurable difference ( got 6 bikes on the terrrain)..)

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Post  davefb Tue Aug 11, 2009 4:21 am

after comparison with 1.3.5.

it *looks* like the commandbuffers are now approximately twice as large as before.
is there any reason this has happened? i'm guessing the info is in the vbo setup ?

anyone?

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Post  sio2interactive Tue Aug 11, 2009 4:32 am

your guess is as good as mine Wink

The garden is about 20k with lighting and physic, and its running at 15fps+
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Post  davefb Tue Aug 11, 2009 4:41 am

the model we have ( of a city , where you race bikes across it... in theory ).. is about 23k verts and 21k faces (850 objects) and *did* run at 15fps.. however it now runs at 9fps Sad.

looking at the opengles runs using instruments, it just seems to be the command buffer sizes thats noticably different, so i'm assuming the difference is in there..

( also did some runs with no physics running, or at least i dont *think* the physics was running, removed the call to sio2PhysicRender and left the state as paused, made less than 1fps difference , also ran shark, shark had most of the time spent in sio2VertexGroupRender, in fact drawelements in the main)..

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Post  sio2interactive Tue Aug 11, 2009 5:47 am

Check the object file with a text editor to make sure what exactly you are exporting...

The buffer haven't change from 1.3.5 to 1.4...
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Post  davefb Wed Aug 12, 2009 4:27 am

okay, found whats 'different'

in sio2_resource.cc.. the old 'do we render this object' check is something like,

if( _SIO2object->dst > 0.0f && ( _SIO2object->type & SIO2_OBJECT_SOLID ) )

the new check is like this,
if( ( _SIO2object->type & SIO2_OBJECT_SOLID ) && _SIO2object->dst )

the effect is that *all* the potential objects are drawn rather than over half being culled ( in the test position). I'm assuming this relates to distance from the camera, and used to cull objects ' behind' ? Since the dst is being set via sio2ResourceCull and uses the function sio2CameraSphereDistInFrustum , is it correct to just 'put back' the >0 check? Or will that cull a few too many?

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Post  sio2interactive Wed Aug 12, 2009 4:30 am

Dude... dst is the distance from the pivot point to the object... that should cull allright Wink
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Post  davefb Wed Aug 12, 2009 4:34 am

I don't understand , if dst is a distance, then how does '&& _SIO2object->dst' work?

surely it is 'true' for all but exactly 0?

and it doesn't cull any , honest , i've checked !

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Post  sio2interactive Wed Aug 12, 2009 4:36 am

Im pretty sure it cull allright... cuz the bounding sphere radius tested on the frustum clipping plane should never give a negative number if it is not visible Wink

If it doesn't cull, its because you haven't update the perspective and the modelview matrix Wink

Cheers,
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Post  davefb Wed Aug 12, 2009 4:54 am

ahh yeah the changed sphere distance function now returns 0.. that's changed as well.. hehe , i'm having fun jumping thru both codebases in xcode Smile


now, i wonder how my hacks for 'ghost' have affected things :-/ , first check , the 'revert' meant ghosts didnt have a distance set (DOH!)

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Post  davefb Wed Aug 12, 2009 4:58 am

hmm camera frustum is all Nan..



at least i'm getting somewhere today Smile ,now to check the changes i made to the camera init code when moving sdk's .... getting there Smile

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Post  sio2interactive Wed Aug 12, 2009 5:12 am

If the camera frustum is all null, 2 choice: 1 the camera is not initialized, second you got a leak somewhere that is pushing the bytes...
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Post  davefb Wed Aug 12, 2009 5:29 am

modelview and projection in the camera seem to be 0 ? which doesnt help in sio2CameraUpdateFrustum..

I can't work out where these values are read from, they just seem to be 'malloc'd ?


ahh,
added
sio2CameraGetModelviewMatrix( sio2->_SIO2camera );
sio2CameraUpdateFrustum( sio2->_SIO2camera );
to the code Smile

crossing fingers !

[edit]
sio2CameraGetModelviewMatrix( sio2->_SIO2camera );
and
sio2CameraGetProjectionMatrix( sio2->_SIO2camera );
i mean...

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Post  davefb Wed Aug 12, 2009 5:57 am

yay

seems when I updated , I just swapped the sio2CameraSetPerspective for sio2Perspective , I missed the new functions sio2CameraGetProjectionMatrix sio2CameraGetViewMatrix , that need to be called..

now, for an appropriate icon..

cheers alien cat king

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Post  sio2interactive Wed Aug 12, 2009 6:22 am

and it doesn't cull any , honest , i've checked !

>> Yeah, always put the blame on SIO2 Wink
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Post  davefb Wed Aug 12, 2009 7:09 am

sio2interactive wrote:and it doesn't cull any , honest , i've checked !

>> Yeah, always put the blame on SIO2 Wink

well it didnt cull any Wink..

coz the camera was all messed up ! Rolling Eyes

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Post  sio2interactive Wed Aug 12, 2009 7:15 am

coz the camera was all messed up !

>> Because of SIO2 or its user? Wink 99% of the bugs comes from the users Wink
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Post  davefb Wed Aug 12, 2009 10:24 am

sio2interactive wrote:coz the camera was all messed up !

>> Because of SIO2 or its user? Wink 99% of the bugs comes from the users Wink

I had a look at the new tutorials and what they did for the new camera call, but the one i picked didn't use the camera 'fully' ie have culling working. So I missed the extra functions that are needed..

user bugs === features Wink

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Post  sio2interactive Wed Aug 12, 2009 4:03 pm

So davefb... following your drift I should take the features... so there's no more users bug?

Hummmmmm Wink
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