Endless ground for car driving in away 3d 4?

Software: Away3D 4.x

edgar, Member
Posted: 13 June 2012 10:56 AM   Total Posts: 52

Hi there,

I wonder how to program an endless road for a car drive, as you can see it in several games online. Does anybody know?

   

Shegl, Sr. Member
Posted: 13 June 2012 12:26 PM   Total Posts: 134   [ # 1 ]

Circle or move UV?

   

edgar, Member
Posted: 13 June 2012 12:32 PM   Total Posts: 52   [ # 2 ]

No, just like on the demo

showcase/renault_twizy

   

edgar, Member
Posted: 13 June 2012 12:37 PM   Total Posts: 52   [ # 3 ]

Or showcase
Nissan Stage-Juk3D

   

Avatar
Fabrice Closier, Administrator
Posted: 13 June 2012 01:05 PM   Total Posts: 1265   [ # 4 ]

There are many ways. You can indeed move uvs, to simulate the direction and speed of the car. Means that probably anything else added, will have to be animated with the car.

You can, in cases of ribbons (similar idea as Twizzy site), simply move the vertices once behind camera to the “new” extremity. You do this by changing their values. If you use a class like PathExtrude, you can do quite a few segments before you would need move the first to last position.(preventing to have frequent uploads)

You have 9 grid systems that are popular too.

and you also have “elevation” like principal where the vertices are offsetted based on image. this image is being scrolled with direction/speed of the car. This one is ideal for endless mountainious terrains

There are probably more…and you can of course mix these.

   

edgar, Member
Posted: 13 June 2012 01:14 PM   Total Posts: 52   [ # 5 ]

The listed ways of getting there sound interesting.

So, when having a car on a plane, does it mean, when moving the car, the uv of the plane texture has to be moved accordingly to the movement of the car?
I guess that the plane should be large enough to fill the horizont, isn’t it?

   

edgar, Member
Posted: 13 June 2012 01:16 PM   Total Posts: 52   [ # 6 ]

Many thanks for the info Fabrice!

   

Shegl, Sr. Member
Posted: 13 June 2012 01:35 PM   Total Posts: 134   [ # 7 ]

use FogMethod to Hide edges.

   
   

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