Thanks for the insight Fabrice. I am trying to find the demo you are talking about but not having much luck. Is this the right website? http://lab.polygonal.de
Do you have a link to the demo? On Oct 13, 7:49 pm, Fabrice3D <[email protected]> wrote: > If you know the path, you also know it starts at 0 and ends at 1. That is a > direction. > In order to 'read' where you are you need to define the nearest point on > curve, then read the time. You need to save this number and chech if greater, > if not, you are going back. > > Polygonal made a nice demo, and his framework does all the complex stuffs for > you. > > Hope it helps a bit. > > Fabrice > > On Oct 13, 2010, at 19:26, jonny <[email protected]> wrote: > > > > > Hi, > > I am building a driving game using Away3D. The perspective is first- > > person so the view of the camera is the actual cockpit view if you > > like. I am using a collisionMap to detect when you drive off the road, > > once you drive off the road, the car will slow down to a stop and at > > that point I want to place the car back on the road facing the right > > direction so the car can continue driving. What I am planning to do to > > achieve this is as follows: > > > Create another collisionMap and split the track up into many colour > > coded segments, then I will allocate each color-coded segment an > > "ideal" position (x,y,z). I will then detect what colour area the car > > drove off track. I can then place the car back on the track at that > > ideal position. > > > This is my plan but I am not sure if this is the best way as I am only > > just beginning to work with Away3D. > > > Is there a better way? > > > I have briefly looked at Path Animations but that seems more > > applicable to animating along a predefined path. Although it does seem > > like something could be done with paths. I need to make sure the > > camera/car is facing the right way when i put it back on the road. > > > Your recommendations would be most helpful. > > > Many Thanks!- Hide quoted text - > > - Show quoted text -
