You also can use the very easy CollisionMap.as in extrusion package... Fabrice On Jan 8, 2010, at 6:47 PM, Joshua Granick wrote:
> If everything is static, you can set up an alternate 2D version where you > perform your calculations. Otherwise you can also check the position and size > of each wall to try and figure out these boundaries yourself. > > I'm not sure how easy it is to implement, but you might also be able to use a > 3D physics engine to tell you about collisions, although that might be > overkill. > > > On Fri, 08 Jan 2010 09:25:05 -0800, dyc <[email protected]> wrote: > >> Can you elaborate a bit? >> >> >> >> On Jan 6, 1:48 pm, Stephen Hopkins <[email protected]> wrote: >>> If everything is cube sized/2 dimensional, use a tile grid for >>> collision >>> >>> On Jan 6, 1:44 pm, dyc <[email protected]> wrote: >>> >>> > Hey everyone, >>> >>> > I've been building this 3D room out of cubes for the walls and floor >>> > and roof...now I have my camera moving around inside of the room with >>> > the mouse and keyboard, but I dont want the camera to be able to go >>> > thru the 4 walls. >>> >>> > Each wall is a different Cube Object...and I am doing movement via >>> > camera.moveForward(distance)... >>> >>> > any ideas on what would be the easiest approach? >>> >>> > I was thinking about doing something like: >>> >>> > if(camera.distanceTo(_backWall) < MY_MAX_DISTANCE){ >>> > camera.moveForward(distance); >>> >>> > } >>> >>> > only problem is, that is not dynamic, and as the user moves around the >>> > moveForward will be pointing at a different wall and I will need to >>> > detect the distance to it with a different if statement.. >>> >>> > Thanks so much! >>> >>> > `Scott
