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This is not a bug in my code, but a bug in ARGoS that I have to work around (for
the moment anyway, until Carlo fixes it; I don't know where the problem is,
after several hours of looking). The root issue is that when you have multiple
physics engines, all entities created with new MUST be passed a "final" location
in order to have them be associated with the correct engine. What I am currently
doing, which is to create the entity with a temporary location (defaults to the
origin), and then call MoveTo() on various randomly generated locations until I
find one that is collision free does not work. The entity still thinks it is
associated with whatever engine is controlling the origin, rather than whichever
entity is controlling the collision free location I moved it to.
The workaround is to do more dynamic memory management, which is not the best,
but it is necessary for now.
The text was updated successfully, but these errors were encountered:
This is not a bug in my code, but a bug in ARGoS that I have to work around (for
the moment anyway, until Carlo fixes it; I don't know where the problem is,
after several hours of looking). The root issue is that when you have multiple
physics engines, all entities created with new MUST be passed a "final" location
in order to have them be associated with the correct engine. What I am currently
doing, which is to create the entity with a temporary location (defaults to the
origin), and then call MoveTo() on various randomly generated locations until I
find one that is collision free does not work. The entity still thinks it is
associated with whatever engine is controlling the origin, rather than whichever
entity is controlling the collision free location I moved it to.
The workaround is to do more dynamic memory management, which is not the best,
but it is necessary for now.
The text was updated successfully, but these errors were encountered: