do you know that pathextrude would be doing this for you. both mesh generation 
and surface reading? Not only speaking of pathDuplicator that allows you to 
place all your trees, building following your track.
Even Elevation can help you if you would build mixing pathExtrude and 
ElevationReader.
In case of PathAnimator use, the only thing required would be to allow a range 
around nearest point of curve to allow free movement of the car along the track 
(your work)
tree's, obstacles... they can just be a series or simple rectangles or boxes. 
distance checks...

I understand the BSP/awd stuff as this charming aspect regarding the automation 
of the collisions, but keep in mind that moving items (such as other cars) into 
a tree is a costly thing.
also as the PVS will not be in there, because you plan work from a simple 
shape, and push everything inside in one single node just to get the colliders, 
you will have exactly the same issues
as in regular scenery build (define who's visible or not for instance) and even 
have a bigger overhead for nothing...

there are also classes such as Ray that could help you test a hit on a face, 
the "road" could be a non rendered simplified mesh than you use for your 
collisions for instance...
and finally you also have the very inexpensive CollisionMap class, ideal for 
instance if you place irregular pools of oil, sand on the road that affect 
speed or trajectory...

Fabrice


On Mar 22, 2011, at 3:06 PM, mastrobardo wrote:

> i want to dinamically add objects , dont want to rely on a static
> model for collisions.
> My goal is a car race , where i generate streets and obstacle
> dinamically : so i will use 'pieces' of track (curve left ,
> straight ,trees , guardrail , rocks etc), to compose the circuit. So ,
> i need an empty tree in wich i add my stuff.
> Ill try the 'empty cube' method , ill post here the results , tnx.
> 
> On Mar 22, 11:24 am, Fabrice3D <[email protected]> wrote:
>> Yes that would work, but what's the point?
>> Why don't you explain first what you want to do?
>> 
>> Fabrice
>> On Mar 22, 2011, at 9:50 AM, mastrobardo wrote:
>> 
>>> tnx for the reply .... so , to have a 'clean' tree , what is the best
>>> solution ? Export a big blank cube (is it possible to export it
>>> without texture?) an 'limit , and then add , or add object directly in
>>> prefab?
>> 
>>> On Mar 21, 7:06 pm, Fabrice3D <[email protected]> wrote:
>>>> The data stored in the awd file is the tree. It defines a precalculated 
>>>> space in which you can add models into as you please.
>> 
>>>> Fabrice
>> 
>>>> On Mar 21, 2011, at 18:05, mastrobardo <[email protected]> wrote:
>> 
>>>>> hi all guys , im a total noob with away 3d , and i have some questions
>>>>> (if they are stupids , forgive me) ...
>>>>> 1. first of all : BSPTreeCollider : i coding a racegame ( a prototype
>>>>> for now) , and i found some resource here and there , on prefab usage
>>>>> etc etc ... the question is : Can i initialize an empty tree(without
>>>>> any prefab file) , and add objects later? Cause the compiler , when i
>>>>> try , fail on adding a null object... to be clear:
>> 
>>>>> usually ( on every posts i saw around) , everyone make so :
>> 
>>>>>    _tree = BSPTree(AWData.parse(new BSPFile(), {customPath:"./
>>>>> images/"}));
>>>>>    _view.scene.addChild(_tree);
>> 
>>>>> but can i do something like :
>> 
>>>>> _tree = new BSPTree();
>>>>> _view.scene.addChild(_tree);
>>>>> var s:Sphere = new Sphere( { radius:500 , y: -500 } );
>>>>> s.collider = true;
>>>>> _tree.addChild(s);
>> 
>>>>> this is really driving me crazy , any helps really appreciated.
>> 
>> 

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