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	<title>Comments on: JigLibFlash Rewrite &#8211; Video Game Case Physics Example</title>
	<atom:link href="http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/</link>
	<description>Flash, Unity3D, Papervision3D, New Media and pretty much anything else that is related to the Internet. Blog by Devin Reimer.</description>
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		<title>By: Collection of jiglibflash examples/tutorials 3d physic engine &#124; JiglibFlash - 3D Physics Engine AS3</title>
		<link>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/comment-page-1/#comment-7818</link>
		<dc:creator>Collection of jiglibflash examples/tutorials 3d physic engine &#124; JiglibFlash - 3D Physics Engine AS3</dc:creator>
		<pubDate>Thu, 23 Jul 2009 14:59:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=400#comment-7818</guid>
		<description>[...] http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/" rel="nofollow">http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/</a> [...]</p>
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		<title>By: Devin Reimer</title>
		<link>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/comment-page-1/#comment-7664</link>
		<dc:creator>Devin Reimer</dc:creator>
		<pubDate>Thu, 11 Jun 2009 04:53:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=400#comment-7664</guid>
		<description>Hi Sze

The reason for this issue mainly boils down to how rotations are done in Papervision3D and JigLibFlash. In Papervision3D rotations are only applied on next frame. So for example if you changed rotationX and rotationY, these would both be changed at the same time. While in JigLibFlash the rotations are set each time they are changed. So if you change rotationX, when you change rotationY this will be applied to the rotational matrix with the new rotationX already applied. So to get these closer to the same you will need Papervision3D to update it&#039;s rotational matrix every time a rotation is set. Off the top of my head I don&#039;t know the easiest way to do this, but hopefully this points you in the right direction.</description>
		<content:encoded><![CDATA[<p>Hi Sze</p>
<p>The reason for this issue mainly boils down to how rotations are done in Papervision3D and JigLibFlash. In Papervision3D rotations are only applied on next frame. So for example if you changed rotationX and rotationY, these would both be changed at the same time. While in JigLibFlash the rotations are set each time they are changed. So if you change rotationX, when you change rotationY this will be applied to the rotational matrix with the new rotationX already applied. So to get these closer to the same you will need Papervision3D to update it&#8217;s rotational matrix every time a rotation is set. Off the top of my head I don&#8217;t know the easiest way to do this, but hopefully this points you in the right direction.</p>
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		<title>By: Sze Wai</title>
		<link>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/comment-page-1/#comment-7615</link>
		<dc:creator>Sze Wai</dc:creator>
		<pubDate>Fri, 22 May 2009 09:36:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=400#comment-7615</guid>
		<description>Hello, I am new to JigLibFlash.
I have a question about rotation of the RigidBody. I am trying to set the rotationX, Y and Z of a RigidBody as same as a 3d object in PV3D (without assign physics on it). But, I find the result is the RigidBody cannot follow the rotation from the object in PV3D.
However, when I set only one rotation either X or Y or Z, it works, the RigidBody in JigLib can follow the one axis of rotation from a 3d object in PV3D.
Is there any methods can solve this problem?</description>
		<content:encoded><![CDATA[<p>Hello, I am new to JigLibFlash.<br />
I have a question about rotation of the RigidBody. I am trying to set the rotationX, Y and Z of a RigidBody as same as a 3d object in PV3D (without assign physics on it). But, I find the result is the RigidBody cannot follow the rotation from the object in PV3D.<br />
However, when I set only one rotation either X or Y or Z, it works, the RigidBody in JigLib can follow the one axis of rotation from a 3d object in PV3D.<br />
Is there any methods can solve this problem?</p>
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