Sorry i´m looking for a kind of.. how to retouch the Physics from jiglib?..
smilar to this pseudocode.. speed = 23; ground Friction = 0.2; speedAcceleration..; Or sould i create them and the car behaves.. Thanks for everything and sorry for my lack of Knowledge.. On Jan 14, 4:33 pm, amigo <[email protected]> wrote: > 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!!! > >
