Hi Michael, I couldn't find the example yet, but I can tell you it's pretty simple to get it working.
One thing I do remember was the axis were weird such as: Box2D X = Away3D Z Box2D Y= Away3D X Other than that its pretty straightforward. If you can get any Box2D example going, matching up the Away3D to it is pretty simple, once you found out the axis were weird like I mentioned above. Give it a try and let me know! -Pete On Wed, Jul 29, 2009 at 3:04 PM, Michael Iv <[email protected]> wrote: > Hey Pete I am writing this to remind you to try to find for me a sample > code of your Box2d Game as you told me you are going to dig > Thanks again > > > On Tue, Jul 28, 2009 at 9:54 PM, Peter Kapelyan <[email protected]>wrote: > >> I had it somewhere on my old cpu which crashed but I recovered it all, so >> it is somewhere in a huge mess of files :/ >> >> I will look for it tonight, if I forget, please remind me tomorrow, I have >> a hole in my head the size of a baseball :O >> >> -Pete >> >> >> On Tue, Jul 28, 2009 at 2:47 PM, Michael Iv <[email protected]>wrote: >> >>> Thank you very much . I will try . The last question :may be you have a >>> piece of code for example which depicts basic building of awy3d and box2d >>> incorporation ? >>> >>> >>> On Tue, Jul 28, 2009 at 9:31 PM, Peter Kapelyan <[email protected]>wrote: >>> >>>> 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 >>>> >>> >>> >> >> >> -- >> ___________________ >> >> Actionscript 3.0 Flash 3D Graphics Engine >> >> HTTP://AWAY3D.COM >> > > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
