Some people are having problems with the scale of objects being too small. You are free to use them, but you have been warned. So instead of me trying to explain any formulas I decided to add a few functions to the RigidBody class in JigLibFlash to make it easier for people to use. Or you can click here to download a modified version of the RigidBody class to add to your JigLibFlash source. To view the my blog post on this click here. I do understand why people have this question as rotating pieces of geometry in JigLibFlash is not very straight forward.
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After a lot of thought I managed to come up with a way jigljbflash not only incorporate this feature, but also make the library a little bit faster in the process. You can use my modified version of the Sprite3D class to replace your current version, or just jiglibrlash it directly to your project using the same package folder structure. Some people are having problems with the scale of objects being too small. Thanks to Chris Hill for pointing this out. You are free to use them, but you have been warned.
So it was time to create something a little more practical.
It is a jigglibflash simple example, but it will give you a place to jiglibfalsh. After a bit of work, I discovered the cause of the major camera bug that would cause the camera to freak out when pointed north. JigLibFlash FP10 — http: The modifications to the Sprite3D class are small and should have no impact on your projects with or without JigLibFlash. To read more about what the new syntax will be when completed, check out this recent post by drojdjou.
To get the source for this example click here.
Then it resets and starts all over again. Over the past 2 months the JigLibFlash team has jiglivflash re-architecting the whole JigLibFlash project and the new version is now available. I would love to incorporate them in my next version. Blog Games Talks About. Once complete you can now use these functions from any standard JigLibFlash geometry object.
Using this re-architected library is quite a bit different from the old version. To see the demo click here.
Even if you do not need to use physics in your project you can still use this new Cube primitive. Or you can click here to download a modified version of the RigidBody class to add to your JigLibFlash source.
This means the sample source does not contain any JigLibFlash classes, as they are now within the JigLibFlash library itself. All the pieces you with need to download: The reason for this is FIVe3D does not allow for direct transformation matrix manipulations.
You will need both FIVe3D 2. In this demo you can create, position and rotate dominos, then knock them over. This jiglifblash is long overdue as I put a lot of effort into the code behind this and when it was finally finished, I just never got around to blogging about it.
The viewable area of this version has been increased and a little challenge has been added to the end of the level for those who played the last version. As of April 12 rev. With this new information in hand I began work trying to incorporate some of my feature enhancements into his version of the jiglibfflash.
This means that need to jiglibflsh a custom Sprite3D class is no longer required. You can also move the camera around the scene to get a better view.
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The springiness of the camera has also been loosened up a bit, so the camera motion is a lot smoother. I have created the following functions. I have included commented out version of my function in the source, but be advised that they are commented out because they can cause some weird results when rotating jiglibflas more then one axis.
When this new version was complete it ran well over twice as fast as the old one.