Thank you Ken Railey. * * On Tue, Nov 17, 2009 at 12:46 AM, Ken Railey <[email protected]> wrote:
> So two basic potential approaches come to mind right away: > > If you would like an explicit testing approach, you could cast a ray down > from the car and check the material or other property of the intersected > geometry. > > A potentially nicer solution could be to represent the track as a spline (I > recommend looking at Catmull-Rom splines), and generate the track geometry > from that. You could then use the same data for collision detection as well > by testing distance from the spline to the car. > > I haven't used them, but there are some path tools in away3d that may help > you here. Look at the Path and PathExtrude classes. > > HTH, > -Ken > > > > On Mon, Nov 16, 2009 at 10:51 AM, narongrit kanhanoi < > [email protected]> wrote: > >> Hi everybody >> >> today i find a nice racing game and i found >> >> http://www.flashracegames.com/play-sprint-race-3d.html >> >> if i try to write racing game like this with away3d >> >> who can tel me what i do if i want about check when car drive out of >> street and slow down >> >> >> thank you .... >> >> >
