Epic failures in the game development field.

This blog covers funny/weird issues and bugs from games that happened during development.

Send your own contributions to igetyourfail at repi.se (can be anonymous if specified)

Showing posts with label bug. Show all posts
Showing posts with label bug. Show all posts

Wednesday, May 12, 2010

Monday, April 19, 2010

The Acid Powerup

Photobucket

(Thanks Pat)

Friday, January 29, 2010

Monday, January 25, 2010

FFD lattices in prime condition



(Thanks Tadej)

Monday, January 4, 2010

Angles greater than 114.59 degrees can't possibly be of any practical use


__forceinline float tan(float a)
{
return ::tanf(clamp(a, (-1.0f + FUZZY_EPSILON), (1.0f - FUZZY_EPSILON)));
}

__forceinline double tan(double a)
{
return ::tan(clamp(a, (-1.0 + FUZZY_EPSILON), (1.0 - FUZZY_EPSILON)));
}


We've had this in our code base since 2005 and have shipped 3 games on it, solid!

Friday, October 23, 2009

Wednesday, October 21, 2009

Friday, August 28, 2009

Giving New Meaning to Destructors


LRUCacheModel::~LRUCacheModel()
{
for( LRUCacheEntry* entry; entry != NULL; )
{
LRUCacheEntry* next = entry->next;
delete entry;
entry = next;
}
}

(Thanks to Pat)

Monday, March 9, 2009

The Googly Eyed Trike


Googly Eyed Trike from Tom Spilman on Vimeo.

A happy accident while developing the simulation for the Be The Dinosaur traveling exhibit.

(Thanks Russell)

Thursday, January 8, 2009

When non-renderers modify your renderer

Dan was wondering why none of his post-processing steps aligned anymore, might be related to this that someone had added:

// round up to nearest divisible by 8

m_sceneWidth += ((m_sceneWidth&0x7) ^ 0x7) + 1;

m_sceneHeight += ((m_sceneHeight&0x7) ^ 0x7) + 1;

(1600,1200) became (1608,1208)

(Thanks to Dan)

Friday, December 19, 2008

Oops, shipped a stack memory overwrite we did


Vec unpackedTransform[4];

#if defined(SPU)
vecLoadHalf8(unpackedTransform[0], unpackedTransform[1], &sourceTransform->data[0]);
unpackedTransform[2] = vecLoadHalf4(&sourceTransform->data[8]);
#else
// get alignment errors with both vecLoadHalf8 and convertHalfToFloat array, so use naive but working method instead
// convertHalfToFloat(reinterpret_cast<float*>(unpackedTransform), &sourceTransform->data[0], 12);
for (uint i=0; i<24; i++)
reinterpret_cast<float*>(unpackedTransform)[i] = convertHalfToFloat(sourceTransform->data[i]);
#endif


Tuesday, March 4, 2008

Bug: FIX THE STUPID ERROR

Steps to reproduce
1:You suck anus hole. 2:every 20 seconds the game restarts internet
explorer. 3:you suck. 4:FIX THE STUPID ERROR! and 5: YOU SUCK!

(Submitted by Aras)

Wednesday, February 27, 2008

Whooping and yanking

Hang After Passing An Assert When Yanking The Network Cable As The Last Gold Crate Explodes

The title does not seem to be asserting any longer, but it is still hanging after following the original steps (it is extremely timing specific, you must remove the network cable on the 35th 'whoop' of the alarm when the last crate is armed.)

We are obviously unable to provide you with a crash dump as reproducing this bug involves removing the network cable.

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