It’s been a while !
The examples and core of jiglibflash are updated to work with Away3D 4.1 alpha dev branch.
We currently looking to solve the issue with the triangle mesh demo.
(UPDATE: triangle mesh demo is fixed now)
The jiglibflash core and examples file you can find here:
I just updated jiglibflash for Away3D 4.0 Beta.
Also we moved from googlecode to Github.
The jiglibflash core and examples file you can find here:
Have fun and if you make something interesting, give us a drop.
Don’t miss this one: Away3D 4.0 workshop announced at #BTplay (Cologne, Germany) more information at Training at BTplay>.
In: General27 Feb 2011
New in this version:
- Support for Away3D 4.0 broomstick;
- Grid system, which improves the time used for a simulation step when you have lots of objects. In the grid system example you can see that it’s about 15 times faster then before;
- JTriangleMesh, use any 3D model as a rigidbody, see trianglemesh example (the ramp /ground etc.);
- new stats counter with Physics and 3D information.
Tech examples (make sure you have installed the new flash player incubator ) :
I want to thank Muzer and Devin for their great work on this release, and the Away3D team for having us in their closed beta.
If you have a demo or game done, send me a email jiglibflash at ringo.nl or post a comment. I will try to maintain a list of it.
Thanks and have fun,
Thanks to Katopz (hugs), we now have a fp10 version of JigLibFlash working and away3dlite support!
I laid some ´groundwork´ for working with height-maps and Muzer did a amazing job making it work with JigLibFlash. He also added rag-dolls using new hinge joints!
You can find the rag-dolls and height-map examples at muzer’s new homepage.
Also, I would like to thank Bartek and Devin for all the adjustments and speed improvements and much more.
JigLibFlash Needs Your Help!
Currently, we are looking for a person who could make proper documentation for jiglibflash.
If you are interested contact me: ringo at 3dsynergy dott com
You can find the updates in the regular SVN (see source tab).
If you build something add it in the comments we love to see what you can do with JigLibFlash!
Thanks to everyone in the community for all the hard work to make JigLibFlash even faster and more amazing.
FIVe3D support for JigLibFlash has now been added to the JigLibFlash SVN library.
FIVe3D is an easy to use vector-based 3D library. It can be download from http://five3d.mathieu-badimon.com/.
This plugin has support for both cubes and planes.
The additional required support files needed for FIVe3D including a FIVe3D Cube class can be download from here. In the near future these files might get integrated in the FIVe3D package.
Recently Devin Reimer from AlmostLogical has joined the Jiglibflash team, and he is the one who made this all possible. Welcome Devin!
While it’s been quiet for the last month on this blog, lots of people have been working on examples tutorials and what not. Here is a small collection which might inspire you. If you have a example or tutorial add it in the comments, thanks.
1. Pong game with levels by Mike Lively
2. Ping pong using a collada object with the physic system by Bartek
3. Soccerball game, physics mixed with the soundspectrum by Ringo
4. Create a 3d bowling game with jiglibflash tutorial by Devon at thetechlabs
5. Sandy 3d example recurring balls by Makc at wonderfl(oh wonderfull)
6. Multiplayer Flash & 3d physic prototype, explained in german by Duda
7. Video: Sourcebinder using jiglibflash by Balazs
8. 3D Ball Adventure and Video game case physics example by Devin
9. Basic example with Mouse constraints and shadows by Damonky
10. Experiment racecar by Revoke
11. Lot of great examples by Yosef @ Blitzagency
12. Drive simulator by Loth
13. Basic physics 3d scene with pv3d by Miquel
14. Video projector effect by Lee Felarca
15. AR + jiglibflash (needs a webcam) by Devon
JigLibFlash, PaperVision3D, Flash and Flex are among a wide variety of web dev tools, 3D Synergy is using to develop some wild new projects. Formed by members of our very own JigLibFlash team, things look to be off to a very strong start.
“There is an insatiable thirst for more and more engaging experiences on the web. Our culture is trained to quickly dive into something new, but just as quickly move onto the next “big” thing. Whether it’s a new device, a killer new band or in this case a new visual experience.” says Richard Mattka, one 3D Synergy’s co-founders. “We are trying to push the boundaries and find new ways to express ideas visually within the limitations of web browser delivery.”
3D Synergy, is an new alliance of seasoned developers from around the world. By combining talents in 3D engines, Flash, Flex, 2D and 3D physics, and a wide range of programming languages they are able to produce a unique synergy of art and science.
“Clients continue to ask for 3D games, interactive galleries, realistic presentations, virtual tours, you name it. We do our best to not just deliver that solution, but to stay out on the edge finding even better ways to create that solution. Often we are trying to create possibilities for the web, before the market exists for them.” explains Ringo Blanken.
To check out the latest work by 3D Synergy, visit www.3dsynergy.com. Their impressive portfolio features a number of exciting projects, working with some of the most distinguished agencies and brands on the planet. Their lab also features eye-pooping 3D experiments and some interesting game concepts.
For JiglibFlash starters with Papervision 3D, see: Tutorial JigLibFlash – How to create basic physics 3d scene done by Miguel.
A other tutorial can be found here JigLibFlash + Papervision3d : Quick run-through done by Reyco.
*update* Sandy 3D tutorial
If you want to make a tutorial and get it published contact me, allready thanks.
Good news! The API docs and a SWC file for JigLibFlash are now available.
To browse the docs follow this link http://www.jiglibflash.com/docs/. The code contains very few comments for the moment, but it’s still very useful to get an overview of all the classes that are part of JigLibFlash. The docs will be updated on a regular basis to match the contents of the repository. Currently we are at revision 92. The revision number will always be indicated in the title and in the header of the docs.
I saw on Twitter some requests for a SWC file, so we added this too. You will find it in the Downloads section of the Google Code. The name of the file also contains the revision number it is based on. We will update the SWC file with each important update of the code base. A current SWC file is also available in the repository, in folder trunk/fp9/swc.
For those of you that are familiar with ANT scripts, there is one available in the repository here. It contains targets that generate the API docs and SWC files, so if you need those customized feel free to use it. If you do so however, be sure to update all the paths in the properties listed at the beginning of the document to match local paths on your machine.
I hope you’ll find this little update useful. Thanks!
There have been a few edits and additions made to the library lately:
Radians vs Degrees
One major change is how rotation is handled. We made a few changes to the RigidBody class and the JConfig class. You as a developer now have the option to use either degrees or radians to set and get RigidBody rotations. All you have to do is specify which type you want to use by setting the JConfig.rotationType to either DEGREES or RADIANS. At the moment the JConfig.rotationType value is defaulted to DEGREES
The engine level calculations are still done with radians though (may or may not change, TBD), never the less the conversion to radians and degrees and vice versa is done at the RigidBody level. Additionally, we have added “yaw”, “pitch” and “roll” properties to the RigidBody class which also use either radians or degrees based on the JConfig.rotationType value.
New class: MouseConstraint
There has been a new class to the Papervision3D plug-in called MouseConstraint and a new example to the Papervision3D examples folder. The class basically allows you to attach a world constraint to an object and simulate dragging.
You can now also access the the PhysicsSystem directly from your instance of the plugin by accessing the “engine’ property.
What used to be:
can now be accessed as
considering that you names your instance of the plugin “physics”.
You can now also add constraints directly from your plugin instance as so:
where as before you had to get an instance of the PhysicsSystem and add it to that.
JiglibFlash is a open source Actionscript 3D Physics Engine.