Yes, you just have to match your 3d objects with you Box2d ones.

So set up your scene/game with box2d objects, then just tell the away3d
objects to match like:

away3Dcar.x=box2Dcar.x
away3Dcar.z=box2Dcar.y
away3Dcar.rotationY=box2Dcar.rotation

I did this once and it worked really well, here a demo of a game I never
finished :O

http://away3d.com/pete/citydemo/

Although the axis might be different, I think in Box2D X= Away3d Z and Box2D
Y= Away3D X

or something screwy like that, but as you see it works well.

-Pete


On Tue, Jul 28, 2009 at 2:22 PM, Michael Iv <[email protected]> wrote:

> But let me ask you something . Can I use 2d engine like let's say
> box2dflash in away3d space?
>
>
> On Tue, Jul 28, 2009 at 9:17 PM, Peter Kapelyan <[email protected]>wrote:
>
>> 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
>>
>
>


-- 
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

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