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]

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