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.
