Reducing number of steps won't always help . JigLib in general is considered a 
heavy engine . If people need multiple phys simulations they usually go for 
box2d . With som hacks you can use it for everything in 3d space

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On Jan 14, 2011, at 6:19 PM, Páll Zoltán <[email protected]> wrote:

> 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!!!
> >
> >
> 

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