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

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