Could be the video material applied to the car and the cube as bitmap data
is updated each frame for the video material.



On 18 April 2011 17:16, Josh Beckwith <[email protected]> wrote:

> I don't think it's a jiglib issue. I have about 20 rigid body rocks in
> my game and it's not that slow.
>
> Screen size might be an issue. I noticed a considerable difference
> when I ran my game in fullscreen.
>
> On Apr 17, 6:28 am, "[email protected]" <[email protected]>
> wrote:
> > Pretty cool, I made a similar car game here:
> >
> > http://www.mind-probe.com/as3/molehill/index.html
> >
> > I think the speed of your game is so slow because you use too many
> > objects with collision detection. Looks like JigLib needs to improve
> > their code so performance increases.
> >
> > On Apr 17, 3:18 pm, ringodotnl <[email protected]> wrote:
> >
> >
> >
> >
> >
> >
> >
> > > Aloha,
> >
> > > Here's a little demo game I made with Lo (who did 3D car model) for
> > > the FITC Amsterdam.
> > > Only had one day to make it so it's not really fast :)
> >
> > >http://www.ringo.nl/projects/jiglibflash/CliffRacer.html
> >
> > > (drive with the arrow keys, space = break, c = switch camera, r =
> > > reset car )
> >
> > > Cheers,
> > > Ringohttp://www.ringo.nl/en/
>

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