Comments (2)
I modified the code so that you will miss collisions if you fill the stack. The
assertion has been removed.
Usually this limit will only be reached if the user creates all bodies at the
origin,
and then moves them later. To avoid this, you might check the body definitions.
Bodies should be created in place, not at the origin.
Let me know if this change is sufficient. If not, I can grow the stack
dynamically
using heap memory once the limit has been exceeded. I'd rather not do this
because it
will result in low performance.
Original comment by [email protected]
on 27 Nov 2009 at 10:33
- Changed state: Fixed
- Added labels: ****
- Removed labels: ****
from box2d.
I guess the main thing is that I don't get a crash. It would be nice to know
if this
limit was reached so I could log it, however I'm not sure that'd be easy to do.
It's a real shame there is a proximity bound here in the dynamic-tree
considering the
extent bound was removed but performance is more important than convenience
here.
It would be nice to be able to configure the static limit inside the settings
file
though to make merges easier if this limit is changed.
Thanks for removing those asserts though, a crash on a user-error isn't so hot.
:)
Original comment by [email protected]
on 30 Nov 2009 at 8:17
- Added labels: ****
- Removed labels: ****
from box2d.
Related Issues (20)
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