2.0.1 entityID and geomID

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2.0.1 entityID and geomID

Postby Matten » Sat Dec 31, 2011 2:56 pm

I just noticed that on reloading (and maybe simply loading) a scene, all the geomID's and enityID's change. I don't think this makes Scene.entityByID very useful...
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Re: 2.0.1 entityID and geomID

Postby tatt61880 » Sat Dec 31, 2011 5:25 pm

Yeah.
And now I thought the randomness of the ID:s can cause non-deterministic/randomness of simulation.
i.e. Doesn't entityID/geomID affect to simulation?
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Re: 2.0.1 entityID and geomID

Postby Kilinich » Sun Jan 01, 2012 9:31 am

It's fine since you can read IDs via readable on the fly so no matter is it changed or not. Besides, entityID is not changing on undo.
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Re: 2.0.1 entityID and geomID

Postby Matten » Mon Jan 02, 2012 12:18 pm

But what if I want to for example have a spring that has a length based on the color of a box? (the spring can be connected to the box if that's easier)
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Re: 2.0.1 entityID and geomID

Postby tatt61880 » Sat Jan 07, 2012 1:36 am

Kilinich wrote:It's fine since you can read IDs via readable on the fly so no matter is it changed or not. Besides, entityID is not changing on undo.


1. You need to use onCollide etc. when you get ID:s via readable, don't you? If ID:s is not changed, you can easily script deleting the entity, for example. Scene.RemoveEntity(Scene.entityByID(50))
2. I thought entityID is one of the cause of randomness. I believe there are many causes of randomness, and none of them should remain in the future.
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Re: 2.0.1 entityID and geomID

Postby tatt61880 » Sun May 13, 2012 7:38 pm

I've uploaded scene which reproduce this issue.
[scene]62556[/scene]
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Re: 2.0.1 entityID and geomID

Postby tatt61880 » Sat Jun 02, 2012 12:16 pm

[scene]62995[/scene]
Saving scene seems to change geomID's order.
I don't know the order affects calculating order or not, but I think this change is something to do with randomness issue.
I guess that C++'s map(hash table) changes the order.

NOTE: When you re-saved scene after reloading scene, this issue seems not to be occurred.
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