You were doing a jiglib car game.. Did you finish in jiglib or box2d.. maybe i´m confusing but i thoougth that you have posted some similar time ago about.. <Can it be also a problem ? because one thing I have already noticed about that that the car's wheels pivot point after import gets very sharp offset> I´ve got same problem how you sorted out..
Looks i´m in the same situation..nearly changing to box2d.. Please advice.. PD: may i be able to have gravity.. there is no extra vector.. Thanks Michael On Jan 14, 8:19 pm, Michael Iv <[email protected]> wrote: > you can see some 3d oriented hacks of Box2DFlash at PV3D.org .It is related > to papervison3d but it is the same implementation in Away. > > > > On Fri, Jan 14, 2011 at 9:52 PM, amigo <[email protected]> wrote: > > Hi Michael.. so you recomend using box2d > > even for a away3d game.. > > it works? How any links.. > > I´v seen a bit and looks very fast.. > > please more info.. > > I´m stuck decision today about more jugilib or box2d > > > On Jan 14, 4:44 pm, amigo <[email protected]> wrote: > > > 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!!! > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > Tel:054-4962254 > [email protected] > [email protected]
