You can look into using Box2D. I use that in several of my projects.
Especially in games like racing games, there's ways to construct the world
so it only requires 2D physics.
On Wed, 20 Oct 2010 07:06:03 -0700, jonny <[email protected]>
wrote:
Hi,
There have been a number of posts on collision detection in Away3D but
I still havent found a satisfactory answer to my issue.
I am creating a simple driving game where I am moving a Camera around
a track. Simple movement is done with the keyboard e.g
* Up Key calls camera.moveForward(x)
* Right Key calls camera.pan(x) etc
I will have about 100 objects placed around the world (setup as simple
cubes) and I am trying to implement some simple collision detection
with the camera and these objects.
From what I have seen there are a number of options:
Physics engine such as Jiglib - This is not feasable as I need to port
this game to another platform afterwards so I want to avoid reliance
on a physics engine.
CollisionMap - not feasable for same reason as above. No Collision
Maps available on other platform.
I have also played around with the Ray class but not had much luck.
At any point I know the camera position, what I need to work out is
what the new position of the camera will be when I call the next
camera.moveforward(x) command? How do I work this out? Bearing in mind
that the camera.pan(x) calls, when turning right or left, will have
affected the rotations, transformations etc of the camera.
Once I know what the camera position is now and what the camera
position will be the next time I move forward, I then just need to
work out if the camera will cross one of the faces of the cube
objects.
I know the theory of what I want to do but not sure of the math/
function calls I can use to achieve it.
I would really appreciate any help you guys can give me.
Many Thanks!
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