I was doing JigLib Car just for my personal experiments.I came to a conclusion that using JigLib for a racing game would be impractical because of the performance....
On Fri, Jan 14, 2011 at 10:27 PM, amigo <[email protected]> wrote: > 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] -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
