I meant topdown physics, not view...Your view can be still be the same
(first, third person)

Since a 2d physics engine only has 2 axises, you can get better performance
than using 3d physics, especially using rigid bodies.

I am just trying to give you some solution that might be easier to create in
general.

-Pete

On Tue, Jul 28, 2009 at 2:11 PM, Michael Iv <[email protected]> wrote:

> Yes I see this but the game plot is of my boss and for now I am looking for
> solution if I dont find one we will change a few things .The top view here
> is not an option as we want it to be 3 person view
>
> On Tue, Jul 28, 2009 at 9:07 PM, Peter Kapelyan <[email protected]>wrote:
>
>> The game you are trying to make is a bit tricky...Also it's not realistic
>> the way you mention it. A ball moving along a path but that can move side to
>> side, will move a lot towards the outside of a turn depending on the speed.
>>
>> Have you considered using top down 2d physics? It might be alot faster
>> (performance wise) and possibly less hassle than using a 3D engine.
>>
>> I am not trying to discourage you from using a 3d physics class+ a Path
>> animation, but mentioning that it might be easier and more realistic.
>>
>> -Pete
>>
>>
>> On Tue, Jul 28, 2009 at 1:52 PM, Michael Iv <[email protected]>wrote:
>>
>>> The problem with the old one is that if I use it along with the new Trunk
>>> there are two function in the old JCar Class that are overridden and they
>>> throw me an error (I dont remember exactly) but it means that the superclass
>>> from which the JCar inherits doesnt contain these two functions . So you see
>>> it looks like it is gonna be like a chain reaction -incorporating the old
>>> class and than to change many new ones/ Using all the old version bundle is
>>> not an option for me because it contains fewer Classes and functionalitiies
>>> that I use already in my Project. But have you seen the problem about JCar?
>>>
>>> On Tue, Jul 28, 2009 at 8:44 PM, Peter Kapelyan <[email protected]>wrote:
>>>
>>>> Why can't you use the old one? Does it work for you?
>>>>
>>>>
>>>> On Tue, Jul 28, 2009 at 1:36 PM, Michael Iv <[email protected]>wrote:
>>>>
>>>>> Hi , I appreciate your investment of time and efforts for answering
>>>>> such stupid quastions like mine .BUT here is the problem : I am talking
>>>>> specifically about Vehicle Example that resides inside branch/jiglib
>>>>> Since they (JigLibFlash team) altered the JCar Class the old example is
>>>>> not relevant anymore and that is because in the old  version it would
>>>>> receive Object3d as skin Parameter for the Car and in the new version it
>>>>> accepts somthing that of ISkin interface type so in order to match ISkin
>>>>> type one must take an Object3D and Cast as new Away3DMesh and that is the
>>>>> Core of the problem . Because if I am doing so how can I use 
>>>>> getChildByName
>>>>> method . OR may be I am wrong in my conclusions .Anyway You can try and
>>>>> compare the old Car version with the new JCar Class and you will see the
>>>>> Issue. As a matter of Fact it would be nice if someone just rewrite the 
>>>>> old
>>>>> Car example for updated JigLibFlash Version
>>>>> Thanks!
>>>>>
>>>>> On Tue, Jul 28, 2009 at 6:39 PM, katopz <[email protected]> wrote:
>>>>>
>>>>>> here's new one for new JigLib
>>>>>>
>>>>>> http://away3d.googlecode.com/svn/trunk/examples/JigLibFlash/ExFlash3DPhysics.as
>>>>>>
>>>>>> sry that i got no time to convert all examples to new JigLib version
>>>>>> for you
>>>>>> feel free to help us and also JigLib team by migrate them and submit
>>>>>> back to group or tell them about issue you found
>>>>>> opensource is growing that way :)
>>>>>>
>>>>>>
>>>>>> <http://away3d.googlecode.com/svn/trunk/examples/JigLibFlash/ExFlash3DPhysics.as>
>>>>>> hth
>>>>>>
>>>>>> 2009/7/28 Michael Iv <[email protected]>
>>>>>>
>>>>>> Yes I finally found it .And that is the exactly the problem that this
>>>>>>> version is old /. In the previous version the JCar Class was getting as 
>>>>>>> it's
>>>>>>> parameter Object3d so it was working fine. But now they changed it to 
>>>>>>> ISkin
>>>>>>> and this ISkin
>>>>>>> does not accepts Object3d or Object3DContainer but Mesh and I must
>>>>>>> treat loaded  object as Object3dContainer in order to access its 
>>>>>>> children
>>>>>>> through getChildByName. I cant believe they screwed this thing up!!!!
>>>>>>>
>>>>>>> On Tue, Jul 28, 2009 at 5:44 PM, katopz <[email protected]> wrote:
>>>>>>>
>>>>>>>>
>>>>>>>> http://away3d.googlecode.com/svn/branches/jiglib/src/
>>>>>>>>
>>>>>>>> fyi : this code for old jiglibflash version, do try migrate it
>>>>>>>> yourself
>>>>>>>>
>>>>>>>> On 28/07/2009, SasMaster <[email protected]> wrote:
>>>>>>>> >
>>>>>>>> > Didnt find
>>>>>>>> >
>>>>>>>> > On Jul 28, 4:37 pm, Peter Kapelyan <[email protected]> wrote:
>>>>>>>> >> I think there is a demo in the Away3D trunk, and jiglib along
>>>>>>>> with it.
>>>>>>>> >> Take
>>>>>>>> >> a look if you can.
>>>>>>>> >>
>>>>>>>> >> -Pete
>>>>>>>> >>
>>>>>>>> >> On Tue, Jul 28, 2009 at 4:00 AM, SasMaster <
>>>>>>>> [email protected]> wrote:
>>>>>>>> >>
>>>>>>>> >> > Anyone knows how to use a CollisionSystem of JigLibFlash?
>>>>>>>> Because
>>>>>>>> >> > their documentation is very poor...
>>>>>>>> >>
>>>>>>>> >> --
>>>>>>>> >> ___________________
>>>>>>>> >>
>>>>>>>> >> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>>>> >>
>>>>>>>> >> HTTP://AWAY3D.COM
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> katopz
>>>>>>>> http://www.sleepydesign.com
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> katopz
>>>>>> http://www.sleepydesign.com
>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> ___________________
>>>>
>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>
>>>> HTTP://AWAY3D.COM
>>>>
>>>
>>>
>>
>>
>> --
>> ___________________
>>
>> Actionscript 3.0 Flash 3D Graphics Engine
>>
>> HTTP://AWAY3D.COM
>>
>
>


-- 
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

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