Look , first the demo you have shown me is extremely optimized.The model of
the car has probably very few polygons(how many your car has?) Also the
scene is empty from any geometry except of the ground plain. Start adding
more geometry and more simulations and you will see your FPS start lagging
.I recall a few month ago one guy posted here his car racer demo which used
his own physic.It looked awesome and the app was very lightweight,Of course
it demands from you learning some (not so complex) physics to set such a
thing up .

Regards

PS: do you use Away or AwayLite? The second could make your life easier ...

On Fri, Jan 14, 2011 at 10:43 PM, amigo <[email protected]> wrote:

> I just want one car in scene do you reckon it worth..
> What about this http://perso.numericable.fr/chamaslot/drive/drive.php
> looks smooth i coudn´t found the tutorial for this helppp..
>
> On Jan 14, 8:32 pm, Michael Iv <[email protected]> wrote:
> > 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.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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