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Chipmunk Physics • View topic - Body disappearing upon collision
Page 2 of 2

Re: Body disappearing upon collision

PostPosted: Mon Sep 24, 2007 12:29 am
by Michael Buckley

Re: Body disappearing upon collision

PostPosted: Mon Sep 24, 2007 8:16 am
by slembcke
That is... very strange. No idea why an implicit cast would be any different.

Re: Body disappearing upon collision

PostPosted: Tue Sep 25, 2007 12:15 pm
by Michael Buckley
From what I gathered, no implicit casting was happening. (I built a version of chipmunk that printed out the hex values of the different variables when the shape was created.) I was not explicitly casting, and the ints I passed on were being treated as floats. That is, no changes were made to their bits. With 0, this doesn't make a difference, since the bits are all the same, but generally, I found that the bits I were passing in were invalid as floats.

This may be due to the fact that I was using Uint32, Sint32, etc. instead of unsigned int, int, etc. but I'm pretty sure I had some hard-coded values (e.g. cpv(10, 100);) which failed too.

Re: Body disappearing upon collision

PostPosted: Tue Sep 25, 2007 11:28 pm
by slembcke
Very odd. I had never heard of such a problem before. I've been trying to be a stickler for making actual float constants. Maybe that's why I've not run into it.