I just wanted to test the (newly available in AS3) 3D Physics engine Jiglib.
My first test for Box2d was to build a Jenga-style game (Jonga) so I thought I would do the same here. Only a quickie this. I wanted to see if Jiglib would be able to allow ‘rigid boides’ in a 3D environment with good performance. I know we are limited in Flash so was prepared for a few foibles.
Jiglib has been put to great use in other formats so I had high hopes for its Flash port.
Now I have only given the library 3 or 4 hours of play but my one major probelm so far is the frame rate hit. In Jonga3d I have had to reduce the number of blocks to 15 (5 layers – I wanted 15 (45 blocks)) and I am still only getting 6fps. I was really hoping for more.
I’m not complaining too much, a 3d physics engine is a complicated library to pull off – I’m just waiting for the day I can build an unfettered 3d environment with a workable physics engine.
Jiglib has a few other problems – the jiggling static box for example – but these are understandable for v0.25
In the test I didn’t get around to implementing the mouse drag interactions so to see a collapse use the arrow keys to control the sphere – ram it into the stack.
I am using Jiglib 0.25 – Away3d version and Away3D 2.3 (Link)
I use SwfProfiler to track the fps.
Thanks to SleepyDesign for getting the ball rolling on this.
Not looked at the source, but the behaviour of the boxes seems to be a lot worse than in the original jiglib, so all the jiggling can’t be due to the basic algorithm. I would look at:
1. Collision – it looks like the collision shapes don’t really map to the rendered shapes very well (there’s a lot of penetration that happens).
2. The jiggling could be due to the box masses/inertia tensors not being set up correctly.
Still – nice to see/play with this!
– Danny