the number of iterations defines how many times the physics engine tries to solve collisions, overlapping, etc, whenever you update it (or 'step' it) jiglib uses a class called JConfig, and before instantiating your 3d and jiglib, set JConfig.numCollisionIterations (and look around in that class for other values) to something smaller perhaps
do you use any ENTER_FRAME listener? Z. On Fri, Jan 14, 2011 at 5:00 PM, amigo <[email protected]> wrote: > 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!!! > > > > >
