The link is broken, but if someone could post a good tutorial on
Collision Maps that'd be great

On Sep 22, 8:53 pm, Li <[email protected]> wrote:
> The room demo in this 
> link:http://away3d.com/away3d-23-feature-overloadhandlescollision by using
> a collision map or image. Works pretty well if
> you collision system is actually 2D.
>
> I've made a couple of first person attempts using away3d + jiglibflash and
> the results were excellent. This is if your collision system definitely
> needs to be 3D. The bounding box of collision active meshes are related to
> physics boxes. I did experience little problems on the player warping
> through the floor on a 2 floor level. The ground is impenetrable but the
> boxes (used for walls generally) aren't. Collision precision depends on cpu
> stress, so if the cpu is on the edge, the player can start warping through
> things. I hear there is a FP10 jiglibflash version on the making, which
> combined with away3dlite should put the stress limit further from your
> needs.

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