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Old 15/01/2019, 08:34 PM   #551
Pottus
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Default Re: ColAndreas - Collision Detection

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Originally Posted by ReshiramZekrom View Post
How much RAM does it use approximately?
several hundred megs but 640k ought to be enough for anybody
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Old 16/01/2019, 05:33 PM   #552
MrStead
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Default Re: ColAndreas - Collision Detection

Multi-worlds, threading, attaching objects, vehicle & player collision futures with API to interact other plugins(as PathFinderCA) has been implemented successfully!
https://github.com/Fleynaro/MultiColAndreas
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Old 16/01/2019, 08:27 PM   #553
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Default Re: ColAndreas - Collision Detection

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Originally Posted by DomnulRafael View Post
new tmpobjid;
tmpobjid = CA_CreateDynamicObject_SC(11694, -1921.578735, -1264.976806, 24.261392, 0.000000, 0.000000, -151.500045, -1, -1, -1, 500.00, 500.00);
SetDynamicObjectMaterial(tmpobjid, 0, 19480, "signsurf", "sign", 0x00000000);
SetDynamicObjectMaterial(tmpobjid, 1, 19480, "signsurf", "sign", 0x00000000);


error 017: undefined symbol "CA_CreateDynamicObject_SC

#include <a_samp>
#include <colandreas>
#include <streamer>

what's the problem?
any idea?? anybody?
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Old 16/01/2019, 10:19 PM   #554
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Default Re: ColAndreas - Collision Detection

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Originally Posted by MrStead View Post
Multi-worlds, threading, attaching objects, vehicle & player collision futures with API to interact other plugins(as PathFinderCA) has been implemented successfully!
https://github.com/Fleynaro/MultiColAndreas
Why don't you just commit these useful features to the real plugin?
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Old 17/01/2019, 04:27 AM   #555
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Default Re: ColAndreas - Collision Detection

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Originally Posted by Crayder View Post
Why don't you just commit these useful features to the real plugin?
The features are fairly significant, not against it but we need to make sure this is well tested first. There is really no point to branch off your own project when yeah we are welcoming your updates. We can just make a development branch and add you as a developer then merge the development branch to the main branch later. We will edit the first page with your updates and development branch links. Lets see what Crayder thinks.
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Old 18/01/2019, 12:38 PM   #556
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Default Re: ColAndreas - Collision Detection

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Originally Posted by MrStead View Post
Multi-worlds, threading, attaching objects, vehicle & player collision futures with API to interact other plugins(as PathFinderCA) has been implemented successfully!
https://github.com/Fleynaro/MultiColAndreas
I don't see any "threading" code - you added some mutexes but your "MultiColAndreas" don't create any additional threads which can be very useful if we want for example run multiple raytest at once.

Your Plugin API also don't look very useful because you only give access to global mutex which is not used in all needed places and only one function.
Plugin API should give full access to ColAndreasWorld class directly or using some interface.

Do you have tested "MultiColAndreas" for thread safety ? For example - running raytests in infinity loop in PAWN and running 8 threads in simple plugin which uses your "API" for the same raytests ?

I think that we can use ColAndreas functions without any mutexes if we compile bullet library with special flags - I'll test it next week.
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Old 18/01/2019, 06:40 PM   #557
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Default Re: ColAndreas - Collision Detection

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Originally Posted by pamdex View Post
I don't see any "threading" code - you added some mutexes but your "MultiColAndreas" don't create any additional threads which can be very useful if we want for example run multiple raytest at once.

Your Plugin API also don't look very useful because you only give access to global mutex which is not used in all needed places and only one function.
Plugin API should give full access to ColAndreasWorld class directly or using some interface.

Do you have tested "MultiColAndreas" for thread safety ? For example - running raytests in infinity loop in PAWN and running 8 threads in simple plugin which uses your "API" for the same raytests ?

I think that we can use ColAndreas functions without any mutexes if we compile bullet library with special flags - I'll test it next week.
Interesting!

I would think it would be best to to keep ColAndreas and pathfinding separated I think it would be easier for testing instead of inflating ColAndreas with features. Additionally integrating pathfinding in ColAndreas would make it easier to to create multiple self-contained path finding algorithms or whatever other plugin is dependent on ColAndreas.
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