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    Sketchy Physics Bug Splat

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    • R Offline
      raffah
      last edited by

      Hi everyone!

      I'm having a little trouble with one problem that i´m trying to simulate (for educational purposes). I have a lot of cylindres stacked in a pile, and a moving wall in front of then and a static one behind. When i try to play the simulation, SU simply crashes...
      I'm using SU6 free version and have already tryed it in SU7, with the same result.
      I have a laptop with XP (P Mobile 1.7GHZ, 1 Gb ram, Ati mobility radeon 9700 128 Mb) and a Desktop with Vista Business (Dual Core E6750 2.4 GHz, 2Gb ram, GForce 8400 GS 256 mb). I have tried in both pcs, with the same result...Bug Splat 😞

      Can anyone help?

      Thanks

      PS: I have attached the file im using.


      This the file that i created.

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      • H Offline
        hobbnob
        last edited by

        i had the same, you cana't expect to have that many colliding objects and survive the simulation, you would need a supercomputer

        My WIP Thread:Here

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        • R Offline
          raffah
          last edited by

          @unknownuser said:

          i had the same, you cana't expect to have that many colliding objects and survive the simulation, you would need a supercomputer

          Probably you are right...i have thought in that too, but i decide to make the question anyway.

          thanks

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          • C Offline
            CPhillips
            last edited by

            Looks like it went over some limit in the physics engine. I don't own that code so I cant fix it. Sorry it crashes.

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            • P Offline
              Physicsguy1
              last edited by

              That happens here. If you think about it, the physics engine has to simulate a huge amount of collisions. it has to calculate how much energy an object has, what direction it is traveling, and has to calculate the objects collision results in less than a second. now imagine that, but with 500+ entities. These are cylinders, which have a slightly complicated mesh. this is also hard on the engine.

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              • C Offline
                CPhillips
                last edited by

                @unknownuser said:

                That happens here. If you think about it, the physics engine has to simulate a huge amount of collisions. it has to calculate how much energy an object has, what direction it is traveling, and has to calculate the objects collision results in less than a second. now imagine that, but with 500+ entities. These are cylinders, which have a slightly complicated mesh. this is also hard on the engine.

                Yeah cylinders are the worst of the shapes from a performance standpoint. Boxes are the best.

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                • S Offline
                  skippy
                  last edited by

                  This observation doesn't apply to the model above, but my model crashes consistently if there are any controlled joints with associated groups set to ignore or static. To stop some objects from falling from my model I had set their overall groups to 'static/ignore'. When later connected to a joint I had overlooked some groups in the static/ignore states, bug splats occurred until I corrected the states. The bug splat sometimes occurs at the point the play button is pressed, but also when the reset button is pressed after successfully playing the animation.

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