<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>AlmostLogical.com &#187; JigLibFlash</title>
	<atom:link href="http://blog.almostlogical.com/tag/jiglibflash/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.almostlogical.com</link>
	<description>Flash, Unity3D, Papervision3D, New Media and pretty much anything else that is related to the Internet. Blog by Devin Reimer.</description>
	<lastBuildDate>Thu, 08 Jul 2010 16:51:46 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>JigLibFlash and FIVe3D in Flash Player 10</title>
		<link>http://blog.almostlogical.com/2010/01/24/jiglibflash-and-five3d-in-flash-player-10/</link>
		<comments>http://blog.almostlogical.com/2010/01/24/jiglibflash-and-five3d-in-flash-player-10/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 05:59:40 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[FIVe3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[JigLibFlash]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=846</guid>
		<description><![CDATA[

This post 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.

A little while ago katopz a new member of the JigLibFlash team started work on Flash Player 10 specific version of JigLibFlash. Once he got it up and running I started work on optimizing it's performance. I had done performance optimizations for many different projects in the past,  but I had never undertaken an optimizing task quite this complex. Overall it was a very great learning experience, learning the ins and outs of the Flash Player and gaining more knowledge on the weird thing that is the Flash Compiler. ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/01/24/jiglibflash-and-five3d-in-flash-player-10/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>JigLibFlash FIVe3D Dominos</title>
		<link>http://blog.almostlogical.com/2009/10/01/jiglibflash-five3d-dominos/</link>
		<comments>http://blog.almostlogical.com/2009/10/01/jiglibflash-five3d-dominos/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 04:48:20 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[FIVe3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[Dominos]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=600</guid>
		<description><![CDATA[

So far the only FIVe3D JigLibFlash example I have shown is the Falling Cube Demo. So it was time to create something a little more practical. Dominos.

In this demo you can create, position and rotate dominos, then knock them over. You can also move the camera around the scene to get a better view.

This demo is my first use of flat shading in FIVe3D , which is a new feature in V2.1.2. Flat shading couldn't be easier to implement, I simply set scene.ambientLightIntensity=.05 and then set all the sides of my dominos to flatShaded=true. I'm impressed with how easy it was to add and how much more visually appealing it made this demo.

This demo is also my first since joining ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/10/01/jiglibflash-five3d-dominos/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>JigLibFlash FIVe3D Support and FIVe3D Cube</title>
		<link>http://blog.almostlogical.com/2009/08/03/jiglibflash-five3d-support-and-five3d-cube/</link>
		<comments>http://blog.almostlogical.com/2009/08/03/jiglibflash-five3d-support-and-five3d-cube/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 04:16:43 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[FIVe3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[Cube]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=572</guid>
		<description><![CDATA[

Last week I spoke at 'Flash in the Peg' - Winnipeg's Adobe User Group. Here I got the opportunity to show a demo of JigLibFlash FIVe3D support that I have been working on for the last few weeks. After more hours than I would like to admit JigLibFlash FIVe3D support is now available for download. Like both JigLibFlash and FIVe3D these classes are released under the MIT License.

If you have used FIVe3D before you will know that there are no 3D object primitives built into the library, because of this I have also wrote a Cube class primitive for FIVe3D. Even if you do not need to use physics in your project you can still use this new Cube primitive.

Setting ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/08/03/jiglibflash-five3d-support-and-five3d-cube/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>JigLibFlash Rewrite &#8211; Video Game Case Physics Example</title>
		<link>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/</link>
		<comments>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/#comments</comments>
		<pubDate>Tue, 14 Apr 2009 04:47:21 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Example]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[rewrite]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Video Game Case]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=400</guid>
		<description><![CDATA[

Over the past 2 months the JigLibFlash team has been re-architecting the whole JigLibFlash project and the new version is now available. Using this re-architected library is quite a bit different from the old version. So before I convert some of my older stuff over, I decided to making a new demo of the updated library in action.

In this demo randomly positioned and oriented video game cases drop one on top of the other until 7 cases are on the screen. Then it resets and starts all over again. It is a very simple example, but it will give you a place to start.

To play the demo click here.

To get the source click here.

Source Requirements: You will need Papervision3D , ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>JigLibFlash Object Rotation &#8211; Pitch, Yaw and Roll</title>
		<link>http://blog.almostlogical.com/2009/03/27/jiglibflash-object-rotation-pitch-yaw-and-roll/</link>
		<comments>http://blog.almostlogical.com/2009/03/27/jiglibflash-object-rotation-pitch-yaw-and-roll/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 00:48:03 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[Angle]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Degree]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[Pitch]]></category>
		<category><![CDATA[Roll]]></category>
		<category><![CDATA[Rotation]]></category>
		<category><![CDATA[Yaw]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=346</guid>
		<description><![CDATA[

I get asked the following question a lot: "How do I rotate a JigLibFlash object?". I do understand why people have this question as rotating pieces of geometry in JigLibFlash is not very straight forward. It also can end up being kind of challenging if your not familiar with exactly how rotation matrix work. The bottom line is it is not as easy as Papervision3D ( ex: pitch(10) ). 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.  I have created the following functions.
public static var toDEGREES:Number = 180/Math.PI;
public static var toRADIANS:Number = Math.PI/180;

public function pitch(angleDeg:Number):void
{
	SetOrientation(JMatrix3D.multiply(CurrentState.Orientation, JMatrix3D.rotationX(angleDeg*toRADIANS)));
}

public function yaw(angleDeg:Number):void
{
	SetOrientation(JMatrix3D.multiply(CurrentState.Orientation, ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/03/27/jiglibflash-object-rotation-pitch-yaw-and-roll/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>3D Ball Adventure (JigLibMotionSpringCamera3D) Part 3</title>
		<link>http://blog.almostlogical.com/2009/02/22/3d-ball-adventure-jiglibmotionspringcamera3d-part-3/</link>
		<comments>http://blog.almostlogical.com/2009/02/22/3d-ball-adventure-jiglibmotionspringcamera3d-part-3/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 05:31:41 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[AS3 Physics]]></category>
		<category><![CDATA[JibLibMotionSpringCamera3D]]></category>
		<category><![CDATA[JigLib]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[SpringCamera]]></category>
		<category><![CDATA[SpringCamera3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=255</guid>
		<description><![CDATA[

Over the passed week and an half, I went through almost every line of code in this project and rewrote and refactored it. 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. This issue is now fixed. The springiness of the camera has also been loosened up a bit, so the camera motion is a lot smoother.

Since I got the new camera system to work, I decided to make it a nice and programmer friendly class called JigLibMotionStringCamera3D. I am aware that this name is terrible and long, but it describes the camera's function perfectly. The camera uses a JigLibFlash RigidBody object as its ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/02/22/3d-ball-adventure-jiglibmotionspringcamera3d-part-3/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>3D Ball Adventure (JigLibFlash, SpringCamera3D, Papervision3D) Mashup Part 2</title>
		<link>http://blog.almostlogical.com/2009/02/09/3d-ball-adventure-jiglibflash-springcamera3d-papervision3d-mashup-part-2/</link>
		<comments>http://blog.almostlogical.com/2009/02/09/3d-ball-adventure-jiglibflash-springcamera3d-papervision3d-mashup-part-2/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 04:05:31 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[3D Ball]]></category>
		<category><![CDATA[AS3 Physics]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[JigLib]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[SpringCamera3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=235</guid>
		<description><![CDATA[

I have been busy over the past week improving the '3D Ball Adventure' game. While the use of the SpringCamera3D in the last version was usable, it did have a problem, it was locked onto to two planes of motion and had no rotation. So I under took the challenge of creating an easy to use 3rd person camera view using SpringCamera3D. I greatly under estimated the challenge of creating a camera system that competently followed the motion of the ball but also gave the user the freedom to make camera corrections. While this version isn't perfect, it is still pretty cool.

I also have updated the xml level generator with new features like object groups, player start position, standardized objects. ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/02/09/3d-ball-adventure-jiglibflash-springcamera3d-papervision3d-mashup-part-2/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>3D Ball Adventure (JigLibFlash, SpringCamera3D, Papervision3D) Mashup Part 1</title>
		<link>http://blog.almostlogical.com/2009/02/02/3d-ball-adventure-jiblibflash-springcamera3d-papervision3d-mashup-part-1/</link>
		<comments>http://blog.almostlogical.com/2009/02/02/3d-ball-adventure-jiblibflash-springcamera3d-papervision3d-mashup-part-1/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 05:29:59 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[3D Ball]]></category>
		<category><![CDATA[AS3 Physics]]></category>
		<category><![CDATA[Flash Game]]></category>
		<category><![CDATA[JigLib]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[SpringCamera]]></category>
		<category><![CDATA[SpringCamera3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=206</guid>
		<description><![CDATA[

A couple of weeks ago a new 3D physics engine for AS3 called JigLibFlash was released into early alpha. I've been playing around with different 3D physics engine for Papervision3D for a little while now. The problem was I could not get the ease of use and performance I wanted out of anything that was currently available. This finally changed when I came across JigLibFlash. This library is relatively easy to use and the performance is quite good. Check out the code base at http://code.google.com/p/jiglibflash/ or jump over to their blog at http://www.jiglibflash.com/blog/. Important Note: This library is currently undocumented, has no tutorials and is in early alpha so it is not for the faint of heart, but if that ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/02/02/3d-ball-adventure-jiblibflash-springcamera3d-papervision3d-mashup-part-1/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
	</channel>
</rss>
