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
>

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