Yeah, would be interesting to see a demo without the video on any
objects.

On Apr 19, 1:18 am, Darcey Lloyd <[email protected]> wrote:
> 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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