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
