|
PixelPerfect, Newbie
Posted: 31 March 2012 11:33 AM Total Posts: 13
on desktop and on android away physics works perfect few times faster than jiglib, but on iOs situation is opposite, away physics slowing down application for some reason from 60fps to 1-2frs.
we compiling it with air 3.2
is it our mistake or some alchemy bug on iOs?
|
|
PixelPerfect, Newbie
Posted: 01 April 2012 09:44 PM Total Posts: 13
[ # 2 ]
Hello, Ringo
thank you for reply
we testing physics on iPhone4s with very simple scene where few boxes falling to the plane
I’ll supply you with source code within 24h
|
|
yann_p, Newbie
Posted: 20 April 2012 08:30 PM Total Posts: 1
[ # 4 ]
I am interested in ios dev, any joy?
|
R. Reinisch, Newbie
Posted: 25 September 2012 07:38 AM Total Posts: 6
[ # 5 ]
Hi guys! Are there any news for using Awayphysics on iphone? I also have a very low frame rate (0-1) on the iphone. I use air 3.3, Flex 4.6, swf-version 16.
(antialiasing = off)
Cheers
Richard
|
|
R. Reinisch, Newbie
Posted: 26 September 2012 04:38 PM Total Posts: 6
[ # 7 ]
Hello Ringo,
thank you for the reply. I had the time to test a little bit. It seems that the calculation is so slow, that there is no chance to bring my idea to life. I would need min. 14 rigidbodys with self-interaction, which slows the whole down to 0fps. With 3 rigidbodys it has about 15fps until it comes to the collision.
I few things which had little impact at the optimization were the physicsWorld.scaling, the scaling of the used objects and the usage of the box-shape instead of others where possible.
There are projects with bullet physics on IPhone which run smooth, but I don’t know if thats possible with AIR.
I send you the code, maybe there is something I didn’t think of.
It would be great to see AwayPhysics on the IPhone like in the Flashplayer, cause it’s a lot of fun to play with physics.
Cheers
Richard
|
Anna Dent, Newbie
Posted: 30 July 2013 09:21 AM Total Posts: 2
[ # 8 ]
It works but not that way similar to what I expect.
Thanks.
Anna Dent
|