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We are alive again as of July 2010!!!!

The glaze google group is now clear of spam - post questions there, or feature requests here under the 'Issues' tab

New blog coming soon

Starting with a reorganization & spiting the project into several parts:

  • Core Physics Engine + Testbed
  • General Demos
  • Game Engine
  • Game Level Editor (2011)

I'm looking for anybody to help out, especially with the level editor.

Engine Requirements Overview:

  • Very Large Scene management
    • 50,000px x 50,000px
    • 100,000's shapes
    • World Objects (other bodies, joints, force generators)
  • Optimized Broadphase
    • Line of sight
  • User Input
  • Scrolling
  • AI

Core parts of the physics solver and collision system are based on the C physics engine Chipmunk

Development

Apart from the conversion from C to AS3 and OOP, many adaptations have be made to tune the engine for the performance characteristics of the AVM2. In summary:

  • The original relies heavily on memory operations & copy/update arrays for many things - especially contact lists. Array operations (splicing, adding/removing elements) is expensive in this situation. All these arrays were replaced with linked lists
  • Many function calls have been inlined. The makes the code a mess, but has a significant performance benefit.
  • Object pooling. Once create, the most important core objects are all recycled via shared pools.

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