Yep..
protected function _onEnterFrame(e : Event) : void
{
cam.target = car;
cam.panAngle = car.rotationY;
cam.hover();
view.render();
updateWheelSkin();
physics.engine.integrate(0.1);
}
allready taking look to the fyle for see what´s happens..
my project just got a car with four tyres and a plane for jiglib..
On Jan 14, 4:19 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!!!
>
>