Okay so should go, "cab you use robot legs" , "no I use something much
better", haha but I will stop now as I guess you are being forced into robot
legs :( , later man and good luck with everything :)
On 23 Mar 2011 19:28, "Darcey Lloyd" <[email protected]> wrote:
> 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
>> >>
>>