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/
