yeah, I know I will die poor :)

On Oct 14, 2010, at 4:38 PM, Michael Iv wrote:

> Fabrice you should invest more in promotion of you App ;))
> 
> On Thu, Oct 14, 2010 at 4:36 PM, Fabrice3D <[email protected]> wrote:
> > I did not even know about this :)
> today is a great day for you :))
> 
> > AwayConnector.send(plane) call because preFab shows a message in green
> > saying "Receiving data... 0%
> should not be... but for the sake of trying, can you test with a sphere?
> may be it goes so fast for  plane events are not triggered...
> will test that as well later on..
> 
> but since you can generate a plane directly into prefab why bother...
> just give it the dimensions you need and apply a texture representing your 
> terrain, then start add anchors...
> 
> you can save your path for later on edits in path editor panel, and you have 
> also export path to AS3 from menu.
> in your case you will have to use the <3.4 which should run ok in f9
> 
> btw why not working in f10? There is a significant speed improvement....
> 
> Fabrice
> 
> On Oct 14, 2010, at 4:23 PM, jonny wrote:
> 
> > 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 -
> 
> 
> 
> 
> -- 
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|
> www.neurotechresearch.com
> http://blog.alladvanced.net
> http://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected]
> 

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