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	<title>Sebastiaan Holtrop &#187; Physics</title>
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	<link>http://www.sebastiaanholtrop.com</link>
	<description>Creating stuff that works...</description>
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		<title>JigLibFlash physics and Away3D experiment</title>
		<link>http://www.sebastiaanholtrop.com/archives/85</link>
		<comments>http://www.sebastiaanholtrop.com/archives/85#comments</comments>
		<pubDate>Thu, 09 Apr 2009 13:26:47 +0000</pubDate>
		<dc:creator>Sebastiaan</dc:creator>
				<category><![CDATA[Actionscript 3]]></category>
		<category><![CDATA[Away3D]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.sebastiaanholtrop.com/?p=85</guid>
		<description><![CDATA[I wanted to do some real 3d physics for quite some time, but there just weren&#8217;t really good actionscript 3 physics engines around. There are 2 real options:

WOW Physics engine: This is a particle based engine, which means every vertex has it&#8217;s own physics properties
JigLibFlash Physics engine: This is a Rigid Body based engine. You [...]]]></description>
			<content:encoded><![CDATA[<p>I wanted to do some real 3d physics for quite some time, but there just weren&#8217;t really good actionscript 3 physics engines around. There are 2 real options:</p>
<ul>
<li><a title="WOW Physics engine" href="http://seraf.mediabox.fr/wow-engine/as3-3d-physics-engine-wow-engine/" target="_blank">WOW Physics engine</a>: This is a particle based engine, which means every vertex has it&#8217;s own physics properties</li>
<li><a title="JigLibFlash Physics engine" href="http://www.jiglibflash.com/blog/" target="_blank">JigLibFlash Physics engine</a>: This is a Rigid Body based engine. You work with primitive types like boxes and speres to create a rough shape of you 3d object. These rigid body based engines are faster than particle based engines, because there&#8217;s just one rigid body with physics properties instead of (in case of a simple cube) 8.</li>
</ul>
<p>There&#8217;s quite a lot of examples around built with JigLibFlash and Papervision3D. Because I prefer building my 3D stuff in Away3D, I wanted to create some 3D physics with JigLibFlash and Away3D. Here&#8217;s a simple example of how it works:</p>
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<dl id="attachment_87" class="wp-caption alignnone" style="width: 510px;">
<dt class="wp-caption-dt"><a title="JiglibFlash and Away3D example" href="http://sebastiaanholtrop.com/samples/jiglibflashexperiment/example/" target="_blank"><img class="size-full wp-image-87" title="jiglibflash-and-away3d-experiment" src="http://www.sebastiaanholtrop.com/wp-content/jiglibflash-and-away3d-experiment.jpg" alt="JigLibFlash and Away3D experiment" width="500" height="300" /></a></dt>
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<p>Just use the arrow keys to move the ball around, try to get it to jump the ramp <img src='http://www.sebastiaanholtrop.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> . You can <a title="Download source code jiglibFlash Away3D example" href="http://www.sebastiaanholtrop.com/samples/jiglibflashexperiment/JigLibAway3DExperiment.zip" target="_self">download the source code here</a>.</p>
<p>That&#8217;s it for now. it takes a lot of time to figure out how everything works because these physics engines are still buggy and undocumented (grrr). The project members of JigLibFlash did a great job by porting this c++ engine to actionscript, but, for an open source project to be successful they better start documenting the source code (I know it&#8217;s a boring job) instead of creating demo apps with Papervision, which, in my opinion is not the best 3D engine around.</p>
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