Collision bug, added objects

www.gorilla3d.com/plantperson/intro.blend
I didn’t pack the textures, you don’t need them.

As you can see, I have a little spaceship which moves side-to-side with arrow keys or WASD. You press space to shoot at asteroids that are flying toward you. The asteroids are added from another layer, as are the laser beams. The problem is, the asteroids’ Collision sensors refuse to acknowledge the laser beams. They do collide with them, which can be easily seen, but the collisions cannot be detected. This is a big problem, because I can’t make them blow up if I can’t detect them. Can anyone suggest a workaround/explanation?

I tested this in 2.41 and 2.43 RC2, it didn’t work in either of them. Setting physics to bullet in RC2 resulted in even more weirdness, I’m not going to try to describe it, just try it yourself.

The asteroids are supposed to End Object when hit by laser beams.

  1. You file without textures…
  2. Problem to decide imposssible now.

Read more carfuly next time:

Are the ships and laser beams added from the same layer? or diffrent layers?

The ship is in the starting layer, it’s not added.
The asteroids and laser beams are added from different layers, but originally they both came from the same layer, and it didn’t work then either. (They were in the same layer first, but I moved them to different layers hoping that it would resolve the problem. It didn’t help.)

Why don’t you just use ray sensor? Laser travels at the speed of light anyway, so slow moving beam looks a bit funny…

New wrinkles… it works correctly in 2.42a, as long as Bullet is on. It does not work at all in 2.43 RC1, but it does work in RC2, albeit not as well as 2.42a.
Once I saw that it was working, I reconfigured the asteroids to delete themselves and add the exploding-asteroid objects, but then more strangeness… only one of the several parented objects involved played its IPO. (My exploding asteroid is a bunch of animated objects parented to an empty.)

Shouldn’t you PM this to Erwin or post it in the bug tracker?

If Erwin looks at the file there’s a decent chance it’ll be fixed by the time of the official release.

Don’t worry, I posted it to the bug tracker at the same time I posted it here.

These bugs, better be found in pre-releases then the actual release, that’s why Erwin wants bugs found before 2.43 is out;)

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From what I understand, the main problem with the BGE is the fact that adding a new feature, or changing things around, means breaking something else.

Is there a reason the developers (all three of them) can’t go back and fix that (in my mind) core issue?

I mean wouldn’t that be better than having to constantly look for “what’s broke” from the previous version, due to newly introduced features?

I wish there was someone who could shine some light on that matter, because I have been wondering about that for some time now.

Well, I don’t quite understand it myself, since I have never taken on such a large scale programming project as the Blender Game Engine, nor have I done excessive amounts of group programming.

It might be helpful of we had some “The quick brown fox jumped over the lazy dog.” files for the BGE. By that I mean files that use every feature of the GE individually so that each new release can be run on these files to immediately find obvious bugs.

(To those who don’t know why I’m talking about foxes and dogs: The sentence I typed is used in English to display all of the characters of the English alphabet in a given font set so that a person can quickly see what they look like when used in a sentence.)

I was working on my FPS tonight and noticed this bug also, where collision isn’t detected when adding objects from a different layer, it used to work :/.

http://projects.blender.org/tracker/index.php?func=detail&aid=5762&group_id=9&atid=306

Refined report with a workaround for your game.

Carsten