In: General
27 Feb 2011Aloha,
We are pleased to announce that we just released a new version of jiglibflash, which currently supports Away3D 4.0 Broomstick.
You can find it in the jiglibflash SVN under the fp11 tag.
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 ) :
- Grid system
- Trianglemesh
- Stack demo
- Terrain
- Car Drive
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,
JiglibFlash is a open source Actionscript 3D Physics Engine.
23 Responses to 3D Physics Engine Jiglibflash update for flash 11 incubator build with Away3D 4.0 Broomstick support
Seraf_NSS
February 28th, 2011 at 12:09 am
Good job to the team!
the perf is now awesome
(oh and the wow-e link is wrong
)
flastar
February 28th, 2011 at 12:11 am
awesome work!
Breakdance McFunkypants
February 28th, 2011 at 12:14 am
Thanks for all your hard work! I use away3d and jiglib all the time and as a Molehill “expert” I am overjoyed that you have included Broomstick support. Just wanted to send you a quick note saying THANK YOU. =D
admin
February 28th, 2011 at 12:18 am
@Breakdance McFunkypants looking forward to your book!:)
@Flastar, thank you !
@Seraf
I remember when your ‘WOW’ was about to release, siting in this chair dying to play with it, was a great moment:)
You are always welcome in our team eh!:)
Cheers,
Ringo.
LUK
February 28th, 2011 at 12:58 am
Jiglibflash will in future support Alternativa3D ?
admin
February 28th, 2011 at 1:05 am
We are open for all 3D Engines and waiting for other 3D engines to join.
Seraf_NSS
February 28th, 2011 at 1:12 am
@Ringo well as a demo maker
Swingpants
February 28th, 2011 at 1:25 am
I’m getting some low performance figures on the the Jiglib Broomstick demos.
Firefox 3.6.13.
Incubator 11.0.0.58
FPS as low as 1 & 2.
All of the other Molehill demos are working with no issues. Obviously Jiglib is software rendered – but there should be much more juice available for physics processing.
Any ideas what is happening?
(Yes – hardware acceleration is enabled)
I see other posters are getting good results so I guess it is probably me.
Trent Sterling
February 28th, 2011 at 7:09 am
Wow!
WOW!!
This is amazing. I can’t believe how quickly things are moving with Molehill. The demos are fantastic, and they run so smoothly!
I’m going to make so many kick-ass games now! I’m not sure if I want to run over zombies in a monster truck or fly spaceships (still no CCD right?), but at least now I know it won’t murder people’s CPUs!
Michael Iv
February 28th, 2011 at 9:31 am
Many thanks guys ,you are awesome.The only reason I was not using JigLib till now is it was terribly slow. I suppose it become a distant legacy now!
Trent Sterling
February 28th, 2011 at 12:55 pm
Any chance we can see some speed increases with Alchemy?
admin
February 28th, 2011 at 1:02 pm
@Trent: Our next step will be to see how to improve the performance.
The grid system can do a lot already but with all the options we have now I am sure we can improve it even further.
admin
February 28th, 2011 at 1:04 pm
@Swingpants: Not sure, what CPU are you on and what demo was slow ?
Maybe you had other examples / programs open at the time? Hope we can solve the issue for you.
Mehdadoo
March 1st, 2011 at 2:12 pm
Can’t wait for the haxe port!
Michael Ivanov
March 4th, 2011 at 2:28 pm
@Swingpants check your fp11 configs .Make sure you set wmode=direct
I have all the examples steady 60/60 . Intel dual core 4 g ram windows xp 64bit firefox 3.6
Paul Brunt
March 13th, 2011 at 9:00 pm
You guys have been hard at work this is the most fantastic update of all time!! It’s been extremely hard getting the JS port back into sync, still a little ways to go. What do you guys use as an issue tracker? I’d be nice to let you know any errors I spot during porting.
Sintesis
March 13th, 2011 at 11:30 pm
The Excellent physics!!! there is collisions with triangle. Nice!!!
al
March 15th, 2011 at 1:46 pm
Nice jobs guys.
But where can we find the source code for the TriangleMesh Demo, it will be great the have a source to start from .
Jahiro
March 22nd, 2011 at 2:45 pm
Awesome work, but I’ve found a critical bug when using certain OBJ files – bug posted here: http://code.google.com/p/jiglibflash/issues/detail?id=19
Can you please take a look when you have a moment?
Agoth
April 8th, 2011 at 2:23 pm
I just saw the grid system example, i think that’ll solve my performance problem.
Gonna test it tonight and see if i can mantain 50-60fps with ~100 boxes in the stage.
Thanks for the great engine!
Glidias
May 6th, 2011 at 6:40 am
The fp11 branch can work without Molehill right? Are there any Molehill dependencies?
cnaizy
May 18th, 2011 at 9:34 am
thans!
Grahm
July 10th, 2011 at 7:04 am
Lately I have found this tool and I sort of enjoy playing with it.
But the question is: Is it still developed? I don’t see any updates and I’m not sure whether I should keep my hopes up.
Also, the thing I miss the most is JTriangleMesh collisions, at least convex ones with uniform mass distribution (I know you have collisions against JTriangleMesh, but I would love to see the convex mesh colliding against things as well).