Hi,

Micheal It's very basic:
- one vector has a reference to cubes and runs a recursive function on
each elements against the others in the vector to check for position.
- it uses Away3D excellent distanceTo() function: How easy was that?!
- If they are too close it calls a function on the cubes (called
avoid)
- The cubes rotation is changed with a slightly randomized angle. The
cubes move forward by using Away3D's function moveForward(speed) which
saves me any direction calculations!
- if they roam out of the allowed radius they turn around.

I wanted to use a true physic based detection, Jiglib but the hit on
performance was too much. I might try to integrate with something like
Flint using particles rather... I'll clean up the code and turn on the
view source as soon as this goes live.

Cheers,

JJ.

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