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]

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