I use 30 for most files and 60 for files with physicsI’d go for this, cause Michel’s Dutch and we Dutch people always know what we are talking about.![]()
j/k Just out of curiosity Michel, why is 60 better for files with physics? I always use 30 personally.
To make it more precise
Some of you have really high fps for standard flash thoughdon’t want that my physics objects are going thrue the wall
Tunneling sucks. Have you ever tried implementing some DDA algos to the broad-phase in order avoid it?
Hmm, really interesting! I’ve programmed some C# solvers, but never ported to AS3 because I thought it was too slow to do such stuff!
Here’s a very annoying one![]()
The 3 and a half minutes was already annoying, but this! 
I bet you guys haven’t listen to something as annoying as this: http://www.youtube.com/watch?v=-3JCESdFNyw
Or something as weird as this: http://www.youtube.com/watch?v=NKlCIR654Ho
Seriously 
The more editability and features it has, the more difficulty there is.
I wouldn’t say ‘diffuculty’, but ‘complex’ 
edit: Damn! It rocks! But it must generate like huge XMLs :s
http://code.google.com/intl/pt-BR/apis/o3d/
You know what’s impressive? The scenes are all build in JavaScript! This can be a potential alternative to expensive engines such as Unity3D or Virtools.
Check it out: http://www.thefwa.com/50million/I thought you have won the thefwa award![]()
Me too 
Oh, man! Unbelievable how fast you archived it! 
Congrats!
So, BitmapData fun at full 30 fps is possible, heh? 
A very weird website, where you can watch a youtube video in a cool way 
http://www.yooouuutuuube.com/v/?rows=36&cols=36&search=Rick%20Roll&startZoom=1
I wonder how the heck they do this? 

j/k Just out of curiosity Michel, why is 60 better for files with physics? I always use 30 personally.