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.

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