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When there a lot of rigid bodies that we doing gravity for(G*(m1*m1/d2). I'm getting an error(sample_baked: Offset is non-finite) that I did not get on Godot 4.4 beta 4 or Godot 4.3
Steps to reproduce
Try making many calculation between object (error happens with over 200 nodes and we take account for every node like node 200 that is 200000 pixels away from node 1 still gets calculated)
Minimal reproduction project (MRP)
,
The text was updated successfully, but these errors were encountered:
Please upload a minimal reproduction project1 to make this easier to troubleshoot.
Footnotes
A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the .godot folder in the archive (but keep project.godot).
Drag and drop a ZIP archive to upload it. Do not select another field until the project is done uploading.
Note for C# users: If your issue is not C#-specific, please upload a minimal reproduction project written in GDScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a Mono setup available. ↩
Tested versions
v4.4.rc1
System information
Windows 11 - Godot v4.4.rc1 - vulkan(forward+) - Intel Arc A580
Issue description
When there a lot of rigid bodies that we doing gravity for(G*(m1*m1/d2). I'm getting an error(sample_baked: Offset is non-finite) that I did not get on Godot 4.4 beta 4 or Godot 4.3
Steps to reproduce
Try making many calculation between object (error happens with over 200 nodes and we take account for every node like node 200 that is 200000 pixels away from node 1 still gets calculated)
Minimal reproduction project (MRP)
,
The text was updated successfully, but these errors were encountered: