Hi, blue. I developed a similar game, PacketRush, that uses Away3D (graphics engine) and JigLib (physics engine). It's a game about delivering items using a car. Well... to make race tracks, as Fabrice said, you could use classes in Away3D to do dynamic generation from path, or you could use Prefab, Blender or other 3d modelling tools, and export the track models to 3D formats that Away3D can read. I personally prefer Blender to create my 3D models. For 3D models that have animations, I use MD2. And for 3D models that are static, usually as scene's objects, I create my own export script in which I put informations about that scene in a file. For your case, you can create your racing track in your 3D modelling tool, give it a name, export it to 3D format that Away3D can read, and get your track back in Away3D using getChildByName function to access it's faces for collision detection purposes. Use less faces for objects that you want them able to collide with cars in your game. If your car in your racing game doesn't need to do realtime physics, you could use ray casting to perform collision detection in Away3D, at least your cars could know the faces of the track object, and each car could know bounding box of other cars. But if you want your racing game to have physics, you could create your own or use available physics engines, such as JigLib. By using less physics objects, you could get higher performance.
Aji Pamungkas On Sep 11, 11:26 pm, Fabrice3D <[email protected]> wrote: > well we do have out of the box dynamic generation from path, we have > generators, exports, animation, extrusions > all from same path. > > For terrain, same punition, we have tools, generators for dev and runtime. > Its all up to you if you preffer define all in Blender. > > Personnaly all that can be made by code gets my preference. I do, once they > are defined, export them to use them as placeholders to build static details > (or to complex objects) in external 3d app > I import these assets back in Away via Prefab exports without the > placeholders. > runtime you get the best mix: dynamic objects and statics, as a result not > only its flexible, but also lower kb. > > Try build the stuff you need the way you are the most comfortable with. > > Fabrice > > On Sep 11, 2010, at 10:54 PM, blue wrote: > > > Thanks for the quick reply. I am currently following the essentials 3d > > in flash book on away3d, and I have visited the tutorials too. I need > > some specific pointers about the two problems I mentioned in my first > > post...
