tried upping the framerate and tweaking the physics.engine.integrate
parameter, tried separating renders from physics updates, tried moving
objects on separate layer
no avail

@katopz: the way to reproduce it is to move the ball to any end of
level (doesn't even have to be completely to the end) then swiftly
move mouse to diagonally opposite direction (as to rotate the level
fast). Even if the ball doesn't fall through, it goes 'in' the level
slightly.

I'm using latest jiglibflash and lite from the lite branch. My player
version is debug lnx 10,1,82,76 but i get this even on windows. flex
sdk is 4.1. so pretty much latest everything.

On Sep 3, 5:33 am, katopz <[email protected]> wrote:
> well it look fine to me there, maybe you hit the time step sync i bet
> if in that case do try
>
>  physics.engine.integrate(0.12);
>
> instead of
>
>  physics.step();
>
> hth
>
> On 3 September 2010 05:36, dsirijus <[email protected]> wrote:
>
>
>
> > Sorry for the !BUMP! but i really need answer to this. The ball keeps
> > slipping through even though the speed ain't that fast (certainly not
> > bullet time).
>
> > Katopz, please? I guarantee you you'll get premium game for showcasing
> > jiglibflash within 3 to 4 weeks. :)
>
> > On Aug 2, 5:11 pm, dsirijus <[email protected]> wrote:
> > > Click to reset ball, mouse movement to rotate surfacehttp://
> > anteperic.com/dev/iskon/
>
> > > Code ishttp://pastie.org/1071117
>
> > > Issue is that ball falls through if movement of the surface is too
> > > fast. Anyone knows what property to increase/decrease (presumably :D )
> > > to get it working more precise so this doesn't happen?
>
> --
> Regards
> -----------------------------------------------------------
> Todsaporn Banjerdkit, katopz,http://sleepydesign.com
> Away3DLite and JigLibFlash Developer Team

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