Away3D Forum 2014-09-18T12:30:21Z Copyright (c) 2014 ExpressionEngine tag:away3d.com,2014:09:18 IAsset/AssetLibrary support for physics objects tag:away3d.com,2014:forum/viewthread/.5668 2014-09-18T12:26:00Z 2014-09-18T12:30:21Z Pierce As far as I can tell, there is not currently any support for storing physics objects in a library to make them universally accessible. I think this could be very useful, for example, being able to refer to a stored set of CollisionShapes through naming conventions for several CollisionObjects created dynamically. Obviously, a workaround using a custom Dictionary or something would be relatively trivial to implement, but not very elegant, as there is no reason for several developers to have to create their own versions of the same solution. I think it would be a worthwhile addition for the sake of consistency, extensibility, and eliminating redundancy. Thoughts?

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Away3D is perfect with Haxe, cross-platform, and so on… where’s AwayPhysics now ? tag:away3d.com,2014:forum/viewthread/.5651 2014-09-01T00:45:22Z 0 Loomind Hello !

I come in the Away3d world with great announces for the end of the year : acceleration of the 3D empowerment with WebGL and OpenFL. Haxe is a powerfull and cross-platforming language, we’ve got every thing to make stunning games on the edge and easier than with other librairies.

What about to write the future right now and add a package written in Haxe with BulletPhysics 3.x added with it ? It works fine with my odd AS3 and Flash Builder (all sources are in the Git) ... and would be port with a the new openFL librairy.

How do you plan to port your C module files of Bullet collapsed with AS3 ?

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ANE version of awayphysics tag:away3d.com,2012:forum/viewthread/.3030 2012-08-10T14:22:13Z 0 jackisgames just an idea, it will be great if we could have native extension of awayphysics for IOS and android

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Raycasting in AwayPhysics tag:away3d.com,2013:forum/viewthread/.5133 2013-11-25T12:26:28Z 0 Mal Duffin The raycasting within Bullet ( eg for the vehicle wheels ) is very fast ( can have multiple vehicles ), it would be great if AwayPhysics was updated to allow direct calls to the physics raycasting.

As many game levels are set up with different visual and physics models ( eg a detailed visual model building, simple box for collision ), it would also ensure that the raycasting for other game related features are using the same physics data that eg the vehicle wheel raycasting is using.

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AwayPhysics 1.0 Release Plan? tag:away3d.com,2013:forum/viewthread/.4577 2013-05-31T15:07:41Z 0 kapieren Dear Team,

you did a great job on AwayPhysics so far - it is awesome. But since long time it is still in alpha-state and there are only minor changes in the git repository.

Can you say something about your further plans about the 1.0 release?

Thanx.

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a question about character move tag:away3d.com,2013:forum/viewthread/.3848 2013-01-19T10:34:03Z 2013-01-19T10:35:58Z datouaizi character flow collistionbox ,If box move up the slop, it will roll down itself.
but i want box move along slop when W key down ,and box rotation doesn’t change,that i want ;

floor code :
var floorCol1Mesh:Mesh = ground.getMeshByName(“floorCol1”);
  floorCol1Mesh.visible = false ;
  var floorColMeshl1Shape:AWPBvhTriangleMeshShape = new AWPBvhTriangleMeshShape(floorCol1Mesh.geometry);
  var floorColMesh1Body:AWPRigidBody = new AWPRigidBody(floorColMeshl1Shape,floorCol1Mesh,0);
  phyWorld.addRigidBodyWithGroup(floorColMesh1Body,1,2);


box code:

var shape:AWPCollisionShape = new AWPBoxShape(50,50,50);
  monstorAWP = new AWPRigidBody(shape, box ,0.1);
  phyWorld.addRigidBodyWithGroup(monstorAWP,2,1);
  monstorAWP.y = 120 ;
  monstorAWP.friction = 0.9 ;
  monstorAWP.collisionFlags = AWPCollisionFlags.CF_CHARACTER_OBJECT;
 
  monstorAWP.activationState = AWPCollisionObject.DISABLE_DEACTIVATION;

help me please!thanks all!

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Improvements from AS3 for Math functions [?] tag:away3d.com,2012:forum/viewthread/.3401 2012-10-22T13:33:36Z 0 Cermunnos Hi,

I have an 2d as3 particle physics simulation that uses lots of Math.sqrt, multiplication, distance calculations and collisions detection between 100s of circular vector objects. I want to increase this to 1000s

Is Away3d any good at these calculations or is more a platform to generate polygons quickly and the like?

Regards,
C

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Get the rigidBody from the Vehicle wheel raycastInfo tag:away3d.com,2012:forum/viewthread/.2977 2012-08-02T12:40:22Z 0 John Brookes I think bullet already does this.
Just need to be able to get what rigidbody each wheel is in contact with.
eg something like
myRaycastVehicle.getWheelInfo(0).collisionObject

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Steering Behaviours API for Away3D tag:away3d.com,2011:forum/viewthread/.784 2011-09-19T10:36:24Z 0 SasMaster Hi All. I started developing of Steering Behaviors library for away3D several months ago which was a porting of UnitySteer (Steering library for Unity3D ) which was a porting of C++ OpenSteer. The work progressed fine but I stumbled on some bugs (probably due to Flash / Unity programming paradigm and API architecture differences) which I haven’t solved till today mostly because of time shortage to dig deeper into the problem.The lib is in a pretty advanced development stage and it would be pity to abandon it like this.If anybody with a descent knowledge of vector math wants to help me with this it can be super cool!

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Raycast for tank tag:away3d.com,2012:forum/viewthread/.2235 2012-04-01T09:29:58Z 2012-04-01T09:30:40Z jtopaz Can AwayPhysics raycast vehicle modify to use for tank?

I find this post, tank should be constraint hinge wheeled vehicles:
http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=652

Anyone have idea? thanks

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