Hi Páll Zoltán..
Sorry i´m very new into all this..
iterations, don´t know what means..sorry..
I´v checked Joa Ebert's Apparat, looks cool, i understand that as
acces SWF files in run time..
I don´t know yet if my game is slow from the amount of things and
physics..or ..the speed of my car is slow.
Basically i´v just set up something like
case Keyboard.UP:
carBody.setAccelerate(10);
break;
so obvius i need physics, but don´t know very well how to start..
Here is my site ww.fernandocabello.eu (at the moment without jilib up
in the site)
Thanks a bit more explained, woukld be great..pleasee
Thanks a lot
On Jan 14, 3:19 pm, Páll Zoltán <[email protected]> wrote:
> Hello!
>
> I can advice you to check the iterations when stepping (probably you're
> doing that on ENTER_FRAME), usually you can do quite well with less than in
> the demos you can see around the net. See how much that helps you. For
> example the last project I've done width box2d (a top-down view racing game)
> worked well with even as low as 3 iterations. Play around with these values.
> Another way is to render the 3d as ofter as you need (ENTER_FRAME again) but
> step the physics less often (for example after 3 ENTER_FRAMES)
> And as always, simplify your physics objects, and the less, the better :)
>
> Check out Joa Ebert's Apparat, it might help your performance and filesize
> :)
> Let us know what you've done, I'm quite curious,
> Z.
>
> On Fri, Jan 14, 2011 at 4:14 PM, amigo <[email protected]> wrote:
> > HI again to everyone..
> > I´ve just finish to make almost everything work in my jiglib-away3d
> > car racing project.
> > But the physics, at the moment is moving but very slow..
> > Next step touch the physics.
>
> > I ´v never work before with a physics engine so i have no idea..
>
> > Any clues, doc, or path?..
>
> > Thanks in advanceeeeeeee.
>
> > Arrriba away3d!!!
>
>