Thank you very much . I will try . The last question :may be you have a piece of code for example which depicts basic building of awy3d and box2d incorporation ?
On Tue, Jul 28, 2009 at 9:31 PM, Peter Kapelyan <[email protected]> wrote: > Yes, you just have to match your 3d objects with you Box2d ones. > > So set up your scene/game with box2d objects, then just tell the away3d > objects to match like: > > away3Dcar.x=box2Dcar.x > away3Dcar.z=box2Dcar.y > away3Dcar.rotationY=box2Dcar.rotation > > I did this once and it worked really well, here a demo of a game I never > finished :O > > http://away3d.com/pete/citydemo/ > > Although the axis might be different, I think in Box2D X= Away3d Z and > Box2D Y= Away3D X > > or something screwy like that, but as you see it works well. > > -Pete > > > > On Tue, Jul 28, 2009 at 2:22 PM, Michael Iv <[email protected]> wrote: > >> But let me ask you something . Can I use 2d engine like let's say >> box2dflash in away3d space? >> >> >> On Tue, Jul 28, 2009 at 9:17 PM, Peter Kapelyan <[email protected]>wrote: >> >>> I meant topdown physics, not view...Your view can be still be the same >>> (first, third person) >>> >>> Since a 2d physics engine only has 2 axises, you can get better >>> performance than using 3d physics, especially using rigid bodies. >>> >>> I am just trying to give you some solution that might be easier to create >>> in general. >>> >>> -Pete >>> >>> >>> On Tue, Jul 28, 2009 at 2:11 PM, Michael Iv <[email protected]>wrote: >>> >>>> Yes I see this but the game plot is of my boss and for now I am looking >>>> for solution if I dont find one we will change a few things .The top view >>>> here is not an option as we want it to be 3 person view >>>> >>>> On Tue, Jul 28, 2009 at 9:07 PM, Peter Kapelyan <[email protected]>wrote: >>>> >>>>> The game you are trying to make is a bit tricky...Also it's not >>>>> realistic the way you mention it. A ball moving along a path but that can >>>>> move side to side, will move a lot towards the outside of a turn depending >>>>> on the speed. >>>>> >>>>> Have you considered using top down 2d physics? It might be alot faster >>>>> (performance wise) and possibly less hassle than using a 3D engine. >>>>> >>>>> I am not trying to discourage you from using a 3d physics class+ a Path >>>>> animation, but mentioning that it might be easier and more realistic. >>>>> >>>>> -Pete >>>>> >>>>> >>>>> On Tue, Jul 28, 2009 at 1:52 PM, Michael Iv <[email protected]>wrote: >>>>> >>>>>> The problem with the old one is that if I use it along with the new >>>>>> Trunk there are two function in the old JCar Class that are overridden >>>>>> and >>>>>> they throw me an error (I dont remember exactly) but it means that the >>>>>> superclass from which the JCar inherits doesnt contain these two >>>>>> functions . >>>>>> So you see it looks like it is gonna be like a chain reaction >>>>>> -incorporating >>>>>> the old class and than to change many new ones/ Using all the old version >>>>>> bundle is not an option for me because it contains fewer Classes and >>>>>> functionalitiies that I use already in my Project. But have you seen the >>>>>> problem about JCar? >>>>>> >>>>>> On Tue, Jul 28, 2009 at 8:44 PM, Peter Kapelyan >>>>>> <[email protected]>wrote: >>>>>> >>>>>>> Why can't you use the old one? Does it work for you? >>>>>>> >>>>>>> >>>>>>> On Tue, Jul 28, 2009 at 1:36 PM, Michael Iv >>>>>>> <[email protected]>wrote: >>>>>>> >>>>>>>> Hi , I appreciate your investment of time and efforts for answering >>>>>>>> such stupid quastions like mine .BUT here is the problem : I am talking >>>>>>>> specifically about Vehicle Example that resides inside branch/jiglib >>>>>>>> Since they (JigLibFlash team) altered the JCar Class the old example >>>>>>>> is not relevant anymore and that is because in the old version it >>>>>>>> would >>>>>>>> receive Object3d as skin Parameter for the Car and in the new version >>>>>>>> it >>>>>>>> accepts somthing that of ISkin interface type so in order to match >>>>>>>> ISkin >>>>>>>> type one must take an Object3D and Cast as new Away3DMesh and that is >>>>>>>> the >>>>>>>> Core of the problem . Because if I am doing so how can I use >>>>>>>> getChildByName >>>>>>>> method . OR may be I am wrong in my conclusions .Anyway You can try and >>>>>>>> compare the old Car version with the new JCar Class and you will see >>>>>>>> the >>>>>>>> Issue. As a matter of Fact it would be nice if someone just rewrite >>>>>>>> the old >>>>>>>> Car example for updated JigLibFlash Version >>>>>>>> Thanks! >>>>>>>> >>>>>>>> On Tue, Jul 28, 2009 at 6:39 PM, katopz <[email protected]> wrote: >>>>>>>> >>>>>>>>> here's new one for new JigLib >>>>>>>>> >>>>>>>>> http://away3d.googlecode.com/svn/trunk/examples/JigLibFlash/ExFlash3DPhysics.as >>>>>>>>> >>>>>>>>> sry that i got no time to convert all examples to new JigLib >>>>>>>>> version for you >>>>>>>>> feel free to help us and also JigLib team by migrate them and >>>>>>>>> submit back to group or tell them about issue you found >>>>>>>>> opensource is growing that way :) >>>>>>>>> >>>>>>>>> >>>>>>>>> <http://away3d.googlecode.com/svn/trunk/examples/JigLibFlash/ExFlash3DPhysics.as> >>>>>>>>> hth >>>>>>>>> >>>>>>>>> 2009/7/28 Michael Iv <[email protected]> >>>>>>>>> >>>>>>>>> Yes I finally found it .And that is the exactly the problem that >>>>>>>>>> this version is old /. In the previous version the JCar Class was >>>>>>>>>> getting as >>>>>>>>>> it's parameter Object3d so it was working fine. But now they changed >>>>>>>>>> it to >>>>>>>>>> ISkin and this ISkin >>>>>>>>>> does not accepts Object3d or Object3DContainer but Mesh and I must >>>>>>>>>> treat loaded object as Object3dContainer in order to access its >>>>>>>>>> children >>>>>>>>>> through getChildByName. I cant believe they screwed this thing up!!!! >>>>>>>>>> >>>>>>>>>> On Tue, Jul 28, 2009 at 5:44 PM, katopz <[email protected]> wrote: >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> http://away3d.googlecode.com/svn/branches/jiglib/src/ >>>>>>>>>>> >>>>>>>>>>> fyi : this code for old jiglibflash version, do try migrate it >>>>>>>>>>> yourself >>>>>>>>>>> >>>>>>>>>>> On 28/07/2009, SasMaster <[email protected]> wrote: >>>>>>>>>>> > >>>>>>>>>>> > Didnt find >>>>>>>>>>> > >>>>>>>>>>> > On Jul 28, 4:37 pm, Peter Kapelyan <[email protected]> >>>>>>>>>>> wrote: >>>>>>>>>>> >> I think there is a demo in the Away3D trunk, and jiglib along >>>>>>>>>>> with it. >>>>>>>>>>> >> Take >>>>>>>>>>> >> a look if you can. >>>>>>>>>>> >> >>>>>>>>>>> >> -Pete >>>>>>>>>>> >> >>>>>>>>>>> >> On Tue, Jul 28, 2009 at 4:00 AM, SasMaster < >>>>>>>>>>> [email protected]> wrote: >>>>>>>>>>> >> >>>>>>>>>>> >> > Anyone knows how to use a CollisionSystem of JigLibFlash? >>>>>>>>>>> Because >>>>>>>>>>> >> > their documentation is very poor... >>>>>>>>>>> >> >>>>>>>>>>> >> -- >>>>>>>>>>> >> ___________________ >>>>>>>>>>> >> >>>>>>>>>>> >> Actionscript 3.0 Flash 3D Graphics Engine >>>>>>>>>>> >> >>>>>>>>>>> >> HTTP://AWAY3D.COM >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> -- >>>>>>>>>>> katopz >>>>>>>>>>> http://www.sleepydesign.com >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> -- >>>>>>>>> katopz >>>>>>>>> http://www.sleepydesign.com >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>>> >>>>>>> -- >>>>>>> ___________________ >>>>>>> >>>>>>> Actionscript 3.0 Flash 3D Graphics Engine >>>>>>> >>>>>>> HTTP://AWAY3D.COM >>>>>>> >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> ___________________ >>>>> >>>>> Actionscript 3.0 Flash 3D Graphics Engine >>>>> >>>>> HTTP://AWAY3D.COM >>>>> >>>> >>>> >>> >>> >>> -- >>> ___________________ >>> >>> Actionscript 3.0 Flash 3D Graphics Engine >>> >>> HTTP://AWAY3D.COM >>> >> >> > > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM >
