tnx man ... indeed , im an away3d noob. ill keep u informed on the work , tnx again!
On Mar 22, 5:00 pm, Fabrice3D <[email protected]> wrote: > 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. > >
