I've made some updates to the driving game test: 1. I have reduced the camera frustum clipping problem to an amount that I think will be ok. I used Darcey's suggestions of adjusting cam focus and zoom, moving the camera up, and increasing the res of the track when it goes under the cam. If anyone can explain why it is so difficult to let the faces render until they are all the way past the camera, please explain :) I know there must be a good reason that this is such a lingering problem, but I just can't get my head around what it could be.
2. I added a "mouse steering" option (button on top right). This allows variable turning angles based on left/right position of mouse on the flash window screen. It seems like it is more like real driving, but maybe it is just frustrating? 3. I adjusted the way the camera follows the car. I think it is easier to drive this way. http://moosemouse.com/driving_game_test_003.html Again, your feedback is welcome and appreciated. Thanks, Shawn On Jul 24, 6:44 am, Shawn <[email protected]> wrote: > Thanks for the feedback! > > @Darcey: Thanks! The physics are hand coded.. hopefully they are > faster than a full sim. If you have a moment, could you explain what > you mean about the camera? The camera rig has actually been one of the > tougher things for me. Still not totally happy with it, but not sure > how to fix it. > > @abowban: Thanks! The skateboard style jumping sounds cool. I will add > it to the list :) > > @katopz: First, thanks a ton for making such a nice 3D engine! Away3D > really opens a world of possibility for Flash. I will look into the > enlarged view solution a bit. I don't think the scrolling bitmap will > work for me because this problem will occur with any objects that > enter or leave the view.. cars, obstacles, etc. > > Best, > Shawn > > On Jul 23, 8:13 pm, Darcey Lloyd <[email protected]> wrote: > > > By the way, keep posting here, I would love to see how the project ends up > > :) > > > On 24 July 2010 03:32, katopz <[email protected]> wrote: > > > > 2. I have tried to use the frustum culling in the latest branch, but > > >> it doesn't appear to be working. > > > >http://away3d.googlecode.com/svn/branches/lite/bin/ExFrustumCulling.swf > > > frustum only work for object culling not face clipping, it wouldn't help > > > much in this case > > > > instead of huge scene track, maybe you should try plane + heightmap + > > > scrolling bitmapdata with skybox as background > > > >http://away3d.googlecode.com/svn/branches/lite/bin/ExFluidPlane.swf > > > > also try adjust near value and sorttype should help > > > >http://away3d.googlecode.com/svn/branches/lite/libs/away3dlite/core/b... > > > > if all that not help try extends view height and cover bottom screen (as > > > foreground always on top) with some console or user interface or just > > > black > > > on top/bottom (like 16:9) > > > > or wait for someone implement frustum clipping, this not on my todo list > > > yet, should be someday when i need it ;) > > > > hth > > > > On 24 July 2010 09:05, abowman <[email protected]> wrote: > > > >> very nice > > > >> would love to be able to jump up off the track and back down like a > > >> skateboarder/snowboarder does on a half pipe. > > > >> On Jul 23, 6:32 pm, Shawn <[email protected]> wrote: > > >> > I wanted to post a test of my driving game (done in AWay3DLite) for > > >> > feedback, and to ask a few questions: > > > >> >http://moosemouse.com/driving_game_test_003.html > > > >> > I am at the point where I need to start making decisions on where I > > >> > spend my processing power. The most glaring problem I have right now > > >> > is the track's near plane/ frustum camera clipping. I have read > > >> > through tons of posts on about this problem on the forum, and have yet > > >> > to find a solution for lite other than increasing the resolution of > > >> > the track. I REALLY don't want to spend my processing power on this > > >> > solution if there is a more elegant way to do this. It seems like the > > >> > faces decide not to render if they are half way out of view.. I would > > >> > like them to render until they are fully out of view. It seems like > > >> > there should be something similar to "sortType" for this, but I can't > > >> > find it. I have tried: > > > >> > 1. Adjusting the RectangleClipping values, which doesn't seem to help. > > >> > 2. I have tried to use the frustum culling in the latest branch, but > > >> > it doesn't appear to be working. > > >> > Any other ideas? > > > >> > Also, I am considering making this a real time multiplayer game. For > > >> > those in the know, is this too much to ask of a flash away3DLite > > >> > driving game right now? I know this isn't strictly away3D related, so > > >> > please reply privately if you think it is more appropriate. > > > >> > Other than that, please let me know your feed back at this point. Does > > >> > it appear to work well on slow computers? Is it.. fun? Does the > > >> > sliding/drifting feel at all real? Any other thoughts? Again, please > > >> > reply privately if more appropriate to this list. > > > >> > Thanks! > > >> > Shawn > > >> > [email protected] > > > > -- > > > Regards > > > ----------------------------------------------------------- > > > Todsaporn Banjerdkit, katopz,http://sleepydesign.com > > > Away3DLite and JigLibFlash Developer Team
