Hi, there this is my first reply here and i'm fairly new at away3d but
for a project i'm working on i'm using a different aproach to
collision detection.
The class uses a small map and the bitmap.getPixels function to check
the collision.
You can check it out here: http://labs.speak.nl/3d/away3d/demo14/bin/
I can post the class if you want.

On 9 nov, 18:05, dp <[email protected]> wrote:
> 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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