I just posted the source for a project I'm working on, and I think you
might find some of it useful.

I've set up a really simple ball-firing class that spawns a ball and
gives it direction and speed based on where the camera is looking.
It's for Away3D4, but if you're not using that I'm sure you could
replace a couple of methods and it will work.

http://groups.google.com/group/away3d-dev/browse_thread/thread/519b4147e6a5875d#

On Mar 17, 9:04 am, pokey <[email protected]> wrote:
> Many thanks. I'd like to eventually have non-constant speed
> projectiles, but I think nailing down the constant speed case will be
> a good first step.
>
> Coincidentally, I've been glancing at that book's preview via google
> books, and have it ordered on Amazon.
>
> On Mar 17, 6:45 am, Michael Iv <[email protected]> wrote:
>
>
>
>
>
>
>
> > There is an issue with detecting collision on the bodies travailing very
> > fast.In a regular way it may occur that at the next collision test the
> > object (bullet ) is already past the collision point. For this CCD is the
> > solution .Ray is a simplest solution however. You cast it in the direction
> > of the bullet path.You get the hit ( the distance to the collision point)
> > .Assuming that the travel time is CONSTANT ray model works fine .Because in
> > this case you get the exact time of the hit and have an ability to predict
> > the impact.If the speed is changing or the impacted object is dynamic you
> > should better got CCD solution.It really depends on if you want to have a
> > physical behavior of the projectile becasue in this vase you should take
> > into account (acceleration,gravity ,drag forces etc) or just a simple bullet
> > constant speed model which would be pretty easy to simulate."Physics for
> > Game Programers" book  is very nice resource to learn this stuff.
>
> > On Thu, Mar 17, 2011 at 3:34 PM, Arkadianen <[email protected]> wrote:
> > > How CCD differs from collision iteration?
> > > Can we calculate collisions in GPU ? What other operations can be made
> > > in GPU?
>
> > > On Mar 16, 10:05 pm, Michael Iv <[email protected]> wrote:
> > > > Usually in fps shooters ray is used to get hit position . Another method
> > > for bullets hit test is CCD ( continuous collision detection ) . It can be
> > > used with rays or on it's own . Google for the exact implementation . If I
> > > recall right Seb Lee had an example on his blog . Also check JigLib may be
> > > it has got built in CCD
>
> > > > Sent from my iPhone
>
> > > > On Mar 16, 2011, at 9:02 PM, pokey <[email protected]> wrote:
>
> > > > > Hi there,
>
> > > > > I'm new to Away3D, and trying to create an oh so simple little
> > > > > shooting gallery: it will have a plane with some cubes scattered on
> > > > > it, and you will use the mouse as a crosshair to fire projectiles at
> > > > > the cubes, from a vantage point hovering over the plane.
>
> > > > > My hangup is getting the projectile firing, and testing whether it
> > > > > hits a target (the cubes, or the plane itself). I'll have some
> > > > > function defining the position of the projectiles as a function of
> > > > > time and where the crosshairs were aimed when they were released. At
> > > > > this point, I could just have iterate through every cube (and the
> > > > > plane) at each frame testing if one of the projectiles has collided
> > > > > with it. I'm wondering if anyone could suggest a simpler way to
> > > > > proceed utilizing some Away3D libraries? The getIntersect() method in
> > > > > Ray.as looks promising, though it's not completely clear to me what
> > > > > this does (nor can I find much documentation).
>
> > > > > Cheers,
> > > > > P
>
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> > Tel:054-4962254
> > [email protected]
> > [email protected]

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