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walk is error prone when bot has to jump repeatedly #14

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andrewrk opened this issue Feb 3, 2013 · 8 comments
Open

walk is error prone when bot has to jump repeatedly #14

andrewrk opened this issue Feb 3, 2013 · 8 comments
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@andrewrk
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andrewrk commented Feb 3, 2013

  1. create a path where the bot must jump repeatedly to get there
  2. watch him accidentally fall
@vogonistic
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How much does he have to jump? A series of 2-gaps?

@andrewrk
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andrewrk commented Feb 3, 2013

It's inconsistent. If you do at least 10 in a row of 1-gaps it should be enough to duplicate the issue.

@vogonistic
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I'll test it tonight.

@andrewrk
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andrewrk commented Feb 3, 2013

FWIW, this is not introduced by your PR - this issue existed before.

@vogonistic
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I haven't been able to reproduce this issue. Right now I have a course with 10 2-block gaps in a row and it does just fine..

@andrewrk
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andrewrk commented Feb 3, 2013

Interesting. I wonder if it has something to do with processor speed and using an event loop for the physics engine.

I also noticed that if I setControlState('jump', true) and just watch the bot jump over and over, it'll hurt itself somehow and eventually die. Does this happen for you?

@vogonistic
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I'm running it on a MacBook Pro Retina (2.7 Ghz) and don't see any noticeable cpu utilization. Maybe the event loop isn't running fast enough?

Yeah, I filed a bug on that a few minutes ago. I'm guessing that it doesn't settle on the ground properly in between jumps.

@duralakun
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duralakun commented Aug 1, 2017

To recreate this bug just make a 1 block distance between each block.
So block, air, block, air, block.....
The bot will jump too late, an easy fix is to change

const WAIT_TIME_BEFORE_NEW_JUMP = 0.3

in physics.js to a value lower than 0.1

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