Thank you  Ken Railey.
*
*
On Tue, Nov 17, 2009 at 12:46 AM, Ken Railey <[email protected]> wrote:

> So two basic potential approaches come to mind right away:
>
> If you would like an explicit testing approach, you could cast a ray down
> from the car and check the material or other property of the intersected
> geometry.
>
> A potentially nicer solution could be to represent the track as a spline (I
> recommend looking at Catmull-Rom splines), and generate the track geometry
> from that.  You could then use the same data for collision detection as well
> by testing distance from the spline to the car.
>
> I haven't used them, but there are some path tools in away3d that may help
> you here. Look at the Path and PathExtrude classes.
>
> HTH,
> -Ken
>
>
>
> On Mon, Nov 16, 2009 at 10:51 AM, narongrit kanhanoi <
> [email protected]> wrote:
>
>> Hi everybody
>>
>> today i find a nice racing game and i found
>>
>> http://www.flashracegames.com/play-sprint-race-3d.html
>>
>> if i try to write racing game like this with away3d
>>
>> who can tel me  what i do if i want about check when car drive out of
>> street and slow down
>>
>>
>> thank you ....
>>
>>
>

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