Crash on deleting physics bodies that are colliding?
Forum rules
Before you make a thread asking for help, read this.
Before you make a thread asking for help, read this.
Re: Crash on deleting physics bodies that are colliding?
does anyone know the state of this issue? i was not able to find the issue in the issue tracker. thanks.
Re: Crash on deleting physics bodies that are colliding?
I don't really know the physics module in 0.7.2. Is this about destroying things during the world update time step? That's something the user should not do as Box2D does not allow it. The destruction is somewhat aggressive in this version of LÖVE and forecfully removes it out of the Lua environment too. Be careful.
In the next version however, LÖVE detects these problems and shows a Lua error instead of crashing. It will also be possible to call the destroy function during the time step, but this does not mean it will get destroyed immediately (It's still not allowed in Box2D). LÖVE just queues the bodies/fixtures/joints and does destruction after the time step. There may be additional callbacks on a fixture you called destroy on in one of the callbacks.
In the next version however, LÖVE detects these problems and shows a Lua error instead of crashing. It will also be possible to call the destroy function during the time step, but this does not mean it will get destroyed immediately (It's still not allowed in Box2D). LÖVE just queues the bodies/fixtures/joints and does destruction after the time step. There may be additional callbacks on a fixture you called destroy on in one of the callbacks.
Shallow indentations.
Who is online
Users browsing this forum: Bing [Bot], Google [Bot] and 5 guests