I did it purely through trial and error, making an adjustment to the image, loading it up and checking the collision. I'm sure there must be a better way though.
On Nov 9, 5:49 pm, ColouredFunk <[email protected]> wrote: > How so you debug it though as you can't see how it's using the map..? > > On Monday, November 9, 2009, dp <[email protected]> wrote: > > Yeah, I've adapted it for a couple of examples. I too had problems > > with it crashing, I seem to remember just rotating the image solved > > that problem. Then once it is loading keep making adjustments to the > > image until it works well with your floorplan > > > On Nov 9, 5:27 pm, ColouredFunk <[email protected]> wrote: > >> Hey Davivd, > > >> I'm trying to adopt the collision detection from the frustum hotel > >> example too, did you have any luck changing it for different room > >> positions/sizes.. > > >> It keeps on crashing out on me when I try and change anything on it.. > > >> Thanks in advance > > >> On Monday, November 9, 2009, dp <[email protected]> wrote: > >> > Thanks for those suggestions, both could be suitable for the job. Do > >> > you know if it possible to import my 3ds mesh into JigLibFlash and > >> > have it produce the equivalent, or would I need to code a > >> > representation of it using the primitives? > > >> > On Nov 6, 2:10 pm, Li <[email protected]> wrote: > >> >> You could plug JigLibFlash to Away3D. It is a 3D physics engine and it > >> >> can > >> >> manage collisions between cubes, spheres, cylinders, etc. For every mesh > >> >> that you want to be physically active, you'll need to produce an > >> >> equivalent > >> >> in the physics engine. From there on JigLibFlash relates them to each > >> >> other. > > >> >> I also made an article about simple bounding box collision > >> >> detectionhttp://www.lidev.com.ar/?p=295 > >> >> but it does not resolve collisions, simply detects them. If you feel > >> >> like > >> >> developing though, you could see how to make the response.
