I did not even know about this :)

I have downloaded it. Now im trying to import the Plane object from my
project using the AwayConnector class.

preFab recognizes the connection when i make the
AwayConnector.send(plane) call because preFab shows a message in green
saying "Receiving data... 0%" but then it stays like that forever
without importing the object.

What am I doing wrong? Does preFab work with the FP9 version of Away3D
library? I am using v2.5.2.

On Oct 14, 2:28 pm, Fabrice3D <[email protected]> wrote:
> why not use prefab?
>
> On Oct 14, 2010, at 1:18 PM, jonny wrote:
>
>
>
> > Fabrice,
>
> > I built my track using a topdown image of a race track. I then used a
> > bitmapmaterial using that bitmapdata and applied it to a plane.
>
> > I want to do what you suggested with the paths. Is there an easy way
> > for me to work out the path coordinates around this track? I could
> > drive around the track with my camera and trace out the coordinates
> > but there is probably an easier way right?
>
> > Thanks
>
> > On Oct 13, 10:30 pm, jonny <[email protected]> wrote:
> >> Thank you Fabrice - you the man! This should be great for me to get
> >> started.
>
> >> On Oct 13, 9:16 pm, Fabrice3D <[email protected]> wrote:
>
> >>>http://www.algorithmist.net/closestquad.html
> >>> On Oct 13, 2010, at 9:37 PM, jonny wrote:
>
> >>>> 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 -- Hide quoted text -
>
> >>> - Show quoted text -- Hide quoted text -
>
> >> - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

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