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	<title>Comments on: JiglibFlash 3D Physics engine for AS3</title>
	<atom:link href="http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/</link>
	<description>JiglibFlash 3D Physics Engine AS3</description>
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		<title>By: Milan S.</title>
		<link>http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/comment-page-1/#comment-56</link>
		<dc:creator>Milan S.</dc:creator>
		<pubDate>Wed, 29 Apr 2009 16:49:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=5#comment-56</guid>
		<description>Hello guys, your Jiglib framework is amazing. Thank you !!
I&#039;ve played a little with that and here is the result: :-)
http://blog.3datweb.com/post/Balanced-ball-game.aspx</description>
		<content:encoded><![CDATA[<p>Hello guys, your Jiglib framework is amazing. Thank you !!<br />
I&#8217;ve played a little with that and here is the result: <img src='http://www.jiglibflash.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /><br />
<a href="http://blog.3datweb.com/post/Balanced-ball-game.aspx" rel="nofollow">http://blog.3datweb.com/post/Balanced-ball-game.aspx</a></p>
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		<title>By: Petit</title>
		<link>http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/comment-page-1/#comment-10</link>
		<dc:creator>Petit</dc:creator>
		<pubDate>Fri, 23 Jan 2009 23:31:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=5#comment-10</guid>
		<description>Hi!
Truly amazing stuff!
I&#039;m working on the Sandy team, and I like what I see when using your engine together with Sandy.

How can we join forces? Would it be hard to create interfaces or proxies between the engines?
How about licensing?

Cheers!
/Petit</description>
		<content:encoded><![CDATA[<p>Hi!<br />
Truly amazing stuff!<br />
I&#8217;m working on the Sandy team, and I like what I see when using your engine together with Sandy.</p>
<p>How can we join forces? Would it be hard to create interfaces or proxies between the engines?<br />
How about licensing?</p>
<p>Cheers!<br />
/Petit</p>
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		<title>By: richard</title>
		<link>http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/comment-page-1/#comment-9</link>
		<dc:creator>richard</dc:creator>
		<pubDate>Wed, 21 Jan 2009 18:01:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=5#comment-9</guid>
		<description>Hey Theo, look forward to chatting with you too!

I was thinking we really need to separate all the PV stuff out of the core classes. Better usage for all engines and use cases later. I think we need better control of what gets mapped and how depending on use case. For example I might want to use a sphere in the physics engine, but map the position and rotation to a colloda later with more shape detail, but the sphere is close enough for calculations. Can we plan to work this in?</description>
		<content:encoded><![CDATA[<p>Hey Theo, look forward to chatting with you too!</p>
<p>I was thinking we really need to separate all the PV stuff out of the core classes. Better usage for all engines and use cases later. I think we need better control of what gets mapped and how depending on use case. For example I might want to use a sphere in the physics engine, but map the position and rotation to a colloda later with more shape detail, but the sphere is close enough for calculations. Can we plan to work this in?</p>
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		<title>By: Theo</title>
		<link>http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/comment-page-1/#comment-7</link>
		<dc:creator>Theo</dc:creator>
		<pubDate>Wed, 21 Jan 2009 10:06:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=5#comment-7</guid>
		<description>Impressive :) I think sacrificing realism and missing a few collisions would be worth it in certain scenarios. Imagine a ball hitting a big enough wall of blocks, as soon as it does, the frame rate will suffer and the game plan changes to keeping the fps up rather than doing good physics.

Another possibility is turning off collision checking on certain frames (might have to keep it on for some objects to prevent half the wall falling through the ground). Are there any other resource hungry checks I could mess with?

I tried the skipping idea out on your first demo, will post some code and try to get on IRC sometime (UAE time-zone). One problem of course is that flash has no threading so when it does do a physics step it will still freeze until completion and thus renders my whole suggestion useless :(</description>
		<content:encoded><![CDATA[<p>Impressive <img src='http://www.jiglibflash.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I think sacrificing realism and missing a few collisions would be worth it in certain scenarios. Imagine a ball hitting a big enough wall of blocks, as soon as it does, the frame rate will suffer and the game plan changes to keeping the fps up rather than doing good physics.</p>
<p>Another possibility is turning off collision checking on certain frames (might have to keep it on for some objects to prevent half the wall falling through the ground). Are there any other resource hungry checks I could mess with?</p>
<p>I tried the skipping idea out on your first demo, will post some code and try to get on IRC sometime (UAE time-zone). One problem of course is that flash has no threading so when it does do a physics step it will still freeze until completion and thus renders my whole suggestion useless <img src='http://www.jiglibflash.com/blog/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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		<title>By: admin</title>
		<link>http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/comment-page-1/#comment-6</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Tue, 20 Jan 2009 18:16:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=5#comment-6</guid>
		<description>Aloha Theo,

At the moment we are looking for a propper way to do the &#039;timesteps&#039;. This aside, i doubt you will get good results when you skip a frame. If you can join irc server freenode #jiglibflash then we can talk about it in greater detail.

Here&#039;s a little demo of a bit more objects: &lt;a href=&quot;http://www.flashbookmarks.com/demos/jiglibstresstest/&quot; rel=&quot;nofollow&quot;&gt;stresstest demo&lt;a&gt;.</description>
		<content:encoded><![CDATA[<p>Aloha Theo,</p>
<p>At the moment we are looking for a propper way to do the &#8216;timesteps&#8217;. This aside, i doubt you will get good results when you skip a frame. If you can join irc server freenode #jiglibflash then we can talk about it in greater detail.</p>
<p>Here&#8217;s a little demo of a bit more objects: <a href="http://www.flashbookmarks.com/demos/jiglibstresstest/" rel="nofollow">stresstest demo</a><a>.</a></p>
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		<title>By: Theo</title>
		<link>http://www.jiglibflash.com/blog/2009/01/16/jiglibflash-3d-physics-engine-for-actionscript-as3/comment-page-1/#comment-4</link>
		<dc:creator>Theo</dc:creator>
		<pubDate>Tue, 20 Jan 2009 13:23:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=5#comment-4</guid>
		<description>I love the library!

One question though: How does the Integrate() method&#039;s parameter do? Could it be used to &#039;skip&#039; simulation steps? 

My reasoning is: could you get away with calling Integrate() every other frame and then interpolate the motion of the scene objects during the in-between frames in some hacky but less expensive way?

I had a go at this but it seems to mess up. Obviously it won&#039;t be a realistic sim but if you have allot of objects it might be just-good-enough.</description>
		<content:encoded><![CDATA[<p>I love the library!</p>
<p>One question though: How does the Integrate() method&#8217;s parameter do? Could it be used to &#8217;skip&#8217; simulation steps? </p>
<p>My reasoning is: could you get away with calling Integrate() every other frame and then interpolate the motion of the scene objects during the in-between frames in some hacky but less expensive way?</p>
<p>I had a go at this but it seems to mess up. Obviously it won&#8217;t be a realistic sim but if you have allot of objects it might be just-good-enough.</p>
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