I never get a say in it... I just get phone calls like,

"can you use robotlegs?", "yes"
"know papervision?", "yes"

and when I get there, I convert them to the light which is Away3D but when I
suggest not implementing Robotlegs or PureMVC for some of the tiny projects
they have me work on, the parrot learned extensibility lecture begins, so
now I don't bother trying.

D




On 23 March 2011 19:23, rhys thomas <[email protected]> wrote:

> Cool cool, I would recomend it though as bojinx works the same as robot
> legs but much better at the same time and no need for half the stuff that
> robot legs forces you to use, I understand what your saying though as
> perhaps the client has requested robot legs but its worth suggesting bojinx
> to them as its soooooo much better :)
> On 23 Mar 2011 19:18, "Darcey Lloyd" <[email protected]> wrote:
> > *@Rhys:*
>
> > I have to use Robotlegs or PureMVC - they are nearly always the job
> > requirements.
> >
> > *@John*
> > Nice video, very clean, very efficient...
> > You have converted me to IntelliJ (installed and using) very nice, now I
> > just need a list of shortcuts ;)
> >
> > The issue I have is where in RobotLegs would I place the logic for
> > processing logic to render (enter frame), camera tweening and logic to
> > handle a collision multiple objects (if 3D objects are considered as
> > separate views).
> > After watching the video I get this far:
> >
> > *Away3DContext.as *(mapViews to mediators and instantiate view
> components)
> > *Away3DEvent.as* (event constants)
> >
> > *Away3DViewComponent.as* (setup)
> > *Away3DMediator.as*
> >
> > - Handle enter frame render
> > - Handle render enable / disable notifications
> > - Handle camera setup
> > - Handle camera tweening notifications
> >
> > *Away3DCube1ViewComponent.as *(setup)
> > *Away3DCubeMediator.as* (onClick handlers for change to random colour)
> >
> > *Away3DCube2ViewComponent.as* (setup)
> > *Away3DCube2Mediator.as *(onClick handlers for change to random colour)
> >
> >
> > but where would the logic go for handling the two view components (cube 1
> > and cube 2) if I was to animate them bouncing around:
> > where would be the correct place to process logic for a collision and
> > change of animation direction.
> >
> >
> > From here I am not sure:
> >
> > 1. Where would the correct place be for the logic to handle the animation
>
> > of cube 1 and cube 2 view components (in the Away3DViewComponent.as)?
> > 2. Where would the correct place be for the logic to handle collision
>
> > detection (in the Away3DViewComponent.as)?
> >
> >
> > If I am correct (not 100%), a view component should not be aware of other
> > view components and should only handle logic for themselves.
> >
> > I understand the event system (I hope lol), just when it comes to
> > implementing Away3D or enter frame handlers on views / components which
> > require handling multiple interactive views at the same time, things get
> a
> > unclear. A great example would be.. Each time I click on the stage it
> would
> > add a Cube which bounces around much like a bat and ball game, but each
> time
> > a cube collides they would bounce off at an angle from each other.
> >
> > Or am I just missing something obvious which is staring me in the face?
> >
> > Thanks
> >
> > Darcey
> >
> >
> >
> >
> >
> > On 23 March 2011 18:08, rhys thomas <[email protected]> wrote:
> >
> >> Have you had a look at bojinx I believe it to be a much nicer and easier
> >> set up than robot legs
> >> On 23 Mar 2011 17:32, "John Brookes" <[email protected]> wrote:
> >> > http://www.youtube.com/watch?v=lsrbDkW7pVw
> >>
>

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