Box2D collisions rendered in 3D with Away3D
Did you ever wonder what would be possible if you could merge a 2D physics engine with a 3D engine?
Roger Engelbert from Done With Computers, apart from having a blog with awesome posts (really! have a look!), tried to use Away3D to render Box2D collisions.
You will see the result by yourself.
« Here I’ll show you another way to build 3D collisions using 2D logic, by combining the Box2D engine with 3D rendering of elements. For this example, you must think of games where the 3D Y axis is not relevant (no change in altitude.)
In the game you can push the blue blocks, the larger one is harder to push around. And you cannot push the green cylinder. And when you shoot you a have nice recoil effect.
Here is the Box2D version of the “game”:
Use arrows to move, and space bar to shoot.
And here is the code for this version:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 | package { import Box2D.Collision.Shapes.*; import Box2D.Collision.b2AABB; import Box2D.Common.Math.*; import Box2D.Dynamics.*; import flash.display.DisplayObjectContainer; import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.geom.*; import flash.utils.Timer; [SWF(width="800", height="600", backgroundColor="0x000000", frameRate="30")] public class Box2Dto3D extends Sprite { private static const Y_DIR:int = 1; private var _moveLeft:Boolean = false; private var _moveRight:Boolean = false; private var _moveUp:Boolean = false; private var _moveDown:Boolean = false; //box2D stuff private var _world:b2World; private var _player:b2Body; private var _block1:b2Body; private var _block2:b2Body; private var speed:Number = 5; private var player_rec:Rectangle = new Rectangle(0,0,50,50); private var block1_rec:Rectangle = new Rectangle(-100,-100,80,80); private var block2_rec:Rectangle = new Rectangle(-200,100,200,100); private var shoot_timer:Timer = new Timer(500,1); private var bullets:Vector.<b2body>; public function Box2Dto3D() { x = 400; y = 300; bullets = new Vector.<b2body>(); createScene(); stage.addEventListener(KeyboardEvent.KEY_DOWN, onKey_Down, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, onKey_Up, false, 0, true); addEventListener(Event.ENTER_FRAME, onLoop, false, 0, true); } private function createScene ():void { _world = new b2World(new b2Vec2(0,0),true); var contactListener:BulletCollisionListener = new BulletCollisionListener(); _world.SetContactListener(contactListener); //set up debug draw var debugDraw:b2DebugDraw = new b2DebugDraw(); var container:Sprite = new Sprite(); addChild(container); debugDraw.SetSprite(container); debugDraw.SetDrawScale(30); debugDraw.SetFlags(b2DebugDraw.e_shapeBit|b2DebugDraw.e_jointBit); debugDraw.SetFillAlpha(0.5); //create player var bodyDef:b2BodyDef = createBoxDef(player_rec); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.allowSleep = false; var bodyFixture:b2FixtureDef = createBoxFixture(player_rec); _player = _world.CreateBody(bodyDef); _player.CreateFixture(bodyFixture); var data:Object = {}; data.type = "block"; //create obstacles //block 1 bodyDef = createBoxDef(block1_rec); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.linearDamping = 20; bodyFixture = createBoxFixture(block1_rec); bodyFixture.density = 0.5; bodyFixture.friction = 1; _block1 = _world.CreateBody(bodyDef); _block1.CreateFixture(bodyFixture); _block1.SetUserData(data); //block 2 bodyDef = createBoxDef(block2_rec); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.linearDamping = 20; bodyFixture = createBoxFixture(block2_rec); bodyFixture.density = 100; bodyFixture.friction = 1; _block2 = _world.CreateBody(bodyDef); _block2.CreateFixture(bodyFixture); _block2.SetUserData(data); //fixed pillar bodyDef = new b2BodyDef(); bodyDef.position.Set(p2m(100), p2m(40)); bodyDef.type = b2Body.b2_staticBody; var bodyShape:b2CircleShape = new b2CircleShape(); bodyShape.SetRadius (p2m(20)); bodyFixture = new b2FixtureDef(); bodyFixture.shape = bodyShape; bodyFixture.density = 1; var pillar:b2Body = _world.CreateBody(bodyDef); pillar.CreateFixture(bodyFixture); pillar.SetUserData(data); _world.SetDebugDraw(debugDraw); } private function shoot ():void { if (shoot_timer.running) return; //create particle var bodyDef:b2BodyDef = new b2BodyDef(); var pPos:b2Vec2 = _player.GetPosition(); var angle:Number = _player.GetAngle() + Y_DIR*Math.PI/2; pPos.x -= p2m(10)*Math.cos(angle); pPos.y -= p2m(10)*Math.sin(angle); bodyDef.position.Set(pPos.x, pPos.y); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.angularDamping = 10; var bodyShape:b2CircleShape = new b2CircleShape(); bodyShape.SetRadius (p2m(10)); var bodyFixture:b2FixtureDef = new b2FixtureDef(); bodyFixture.shape = bodyShape; bodyFixture.density = 0; bodyFixture.restitution = 0; var bulletData:Object = {}; bulletData.type = "bullet"; bulletData.hit = false; var bullet:b2Body = _world.CreateBody(bodyDef); bullet.CreateFixture(bodyFixture); bullet.SetUserData(bulletData); bullet.SetLinearVelocity(new b2Vec2(-10*Math.cos(angle),-10*Math.sin(angle))); bullets.push(bullet); //shoot_timer.reset(); shoot_timer.start(); } private function p2m(pixel:Number):Number { return pixel/30; } private function m2p(m:Number):Number { return m * 30; } private function updateBody ():void { _player.SetLinearVelocity(new b2Vec2(0,0)); if (_moveLeft) _player.SetAngle( _player.GetAngle() - Y_DIR*0.1); if (_moveRight) _player.SetAngle( _player.GetAngle() + Y_DIR*0.1); var angle:Number = _player.GetAngle() + Math.PI/2; var playerVelocity:b2Vec2 = _player.GetLinearVelocity(); if (_moveUp ) { playerVelocity.x -= Y_DIR*speed*Math.cos(angle); playerVelocity.y -= Y_DIR*speed*Math.sin(angle); } if (_moveDown ) { playerVelocity.x += Y_DIR*speed*Math.cos(angle); playerVelocity.y += Y_DIR*speed*Math.sin(angle); } } ///////////////////////////// EVENTS /////////////////////////////////////// private function onKey_Up (event:KeyboardEvent):void { switch (event.keyCode) { case 38: //UP KEY is up _moveUp = false; break; case 39: //RIGHT KEY is up _moveRight = false; break; case 37: //LEFT Key is up _moveLeft = false; break; case 40: //DOWN KEY is up _moveDown = false; break; case 32: //SPACE Bar is up shoot(); break; } } private function onKey_Down (event:KeyboardEvent):void { switch (event.keyCode) { case 38: //UP KEY is down _moveUp = true; break; case 39: //RIGHT KEY is down _moveRight = true; break; case 37: //LEFT Key is down _moveLeft = true; break; case 40: //DOWN KEY is down _moveDown = true; break; case 32: //SPACE BAR is down break; } } private function onLoop (event:Event):void { updateBody(); _world.Step(1/30,10,10); _world.DrawDebugData(); for (var i:int = bullets.length-1; i >= 0; i--) { if (bullets[i].GetUserData().hit == true) { _world.DestroyBody(bullets[i]); bullets.splice(i,1); break; } } } private function createBoxDef (rec:Rectangle):b2BodyDef { var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.position.Set(p2m(rec.x + rec.width/2), p2m(rec.y + rec.height/2)); bodyDef.type = b2Body.b2_staticBody; bodyDef.angularDamping = 10; return bodyDef; } private function createBoxFixture (rec:Rectangle):b2FixtureDef { var bodyShape:b2PolygonShape = new b2PolygonShape(); bodyShape.SetAsBox (p2m(rec.width/2), p2m(rec.height/2)); var bodyFixture:b2FixtureDef = new b2FixtureDef(); bodyFixture.shape = bodyShape; bodyFixture.density = 1; bodyFixture.restitution = 0; return bodyFixture; } } } |
And the collision object for the sake of completeness:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 | package { import Box2D.Dynamics.Contacts.b2Contact; import Box2D.Dynamics.b2ContactListener; public class BulletCollisionListener extends b2ContactListener { public function BulletCollisionListener() { super(); } override public function BeginContact(contact:b2Contact):void { if (contact.GetFixtureA().GetBody().GetUserData()) { if (contact.GetFixtureA().GetBody().GetUserData().type == "bullet" && contact.GetFixtureB().GetBody().GetUserData().type == "block") { contact.GetFixtureA().GetBody().GetUserData().hit=true; } } if (contact.GetFixtureB().GetBody().GetUserData()) { if ( contact.GetFixtureB().GetBody().GetUserData().type == "bullet" && contact.GetFixtureA().GetBody().GetUserData().type == "block") { contact.GetFixtureB().GetBody().GetUserData().hit=true; } } } } } |
Now in 3D I use the same Box2D code but I add 3D primitives. Here is the code:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 | import away3d.cameras.*; import away3d.containers.*; import away3d.core.base.Object3D; import away3d.lights.*; import away3d.materials.*; import away3d.primitives.*; import flash.display.BitmapData; import flash.display.DisplayObjectContainer; import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.geom.*; import flash.utils.Timer; [SWF(width="800", height="600", backgroundColor="0x444444", frameRate="30")] public class Box3D extends Sprite { //in case I need to adjust the change in Y direction private static const Y_DIR:int = -1; private var _moveLeft:Boolean = false; private var _moveRight:Boolean = false; private var _moveUp:Boolean = false; private var _moveDown:Boolean = false; //box2D stuff private var _world:b2World; private var _b2player:b2Body; private var _b2block1:b2Body; private var _b2block2:b2Body; private var speed:Number = 5; private var player_rec:Rectangle = new Rectangle(0,0,50,50); private var block1_rec:Rectangle = new Rectangle(-100,100,80,80); private var block2_rec:Rectangle = new Rectangle(-200,-200,200,100); //away3D stuff private var _view:View3D; private var _player:Cube; private var _block1:Cube; private var _block2:Cube; private var _container:ObjectContainer3D; private var camera:TargetCamera3D; private var shoot_timer:Timer = new Timer(500,1); private var b2bullets:Vector.<b2body>; public function Box3D() { x = 400; y = 300; createScene(); b2bullets = new Vector.<b2body>(); stage.addEventListener(KeyboardEvent.KEY_DOWN, onKey_Down, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, onKey_Up, false, 0, true); addEventListener(Event.ENTER_FRAME, onLoop, false, 0, true); } private function createScene ():void { createBox2DWorld(); createAway3DView(); } private function createBox2DWorld():void { _world = new b2World(new b2Vec2(0,0),true); var contactListener:BulletCollisionListener = new BulletCollisionListener(); _world.SetContactListener(contactListener); //create player var bodyDef:b2BodyDef = createBoxDef(player_rec); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.allowSleep = false; var bodyFixture:b2FixtureDef = createBoxFixture(player_rec); _b2player = _world.CreateBody(bodyDef); _b2player.CreateFixture(bodyFixture); var data:Object = {}; data.type = "block"; //create obstacles //block 1 bodyDef = createBoxDef(block1_rec); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.linearDamping = 20; bodyFixture = createBoxFixture(block1_rec); bodyFixture.density = 0.5; bodyFixture.friction = 1; _b2block1 = _world.CreateBody(bodyDef); _b2block1.CreateFixture(bodyFixture); _b2block1.SetUserData(data); //block 2 bodyDef = createBoxDef(block2_rec); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.linearDamping = 20; bodyFixture = createBoxFixture(block2_rec); bodyFixture.density = 10; bodyFixture.friction = 1; _b2block2 = _world.CreateBody(bodyDef); _b2block2.CreateFixture(bodyFixture); _b2block2.SetUserData(data); //fixed pillar bodyDef = new b2BodyDef(); bodyDef.position.Set(p2m(100), p2m(40)); bodyDef.type = b2Body.b2_staticBody; var bodyShape:b2CircleShape = new b2CircleShape(); bodyShape.SetRadius (p2m(20)); bodyFixture = new b2FixtureDef(); bodyFixture.shape = bodyShape; bodyFixture.density = 1; var pillar:b2Body = _world.CreateBody(bodyDef); pillar.CreateFixture(bodyFixture); pillar.SetUserData(data); } private function createAway3DView ():void { _container = new ObjectContainer3D(); var scene:Scene3D = new Scene3D(); camera = new TargetCamera3D(); camera.z = -1200; _view = new View3D({scene:scene, camera:camera}); addChild(_view); var light : PointLight3D = new PointLight3D(); light.position = new Vector3D(500,0,-500); light.color = 0xFFFFFF; light.diffuse = 0.7; light.brightness = 2; _view.scene.addLight(light); //var material:WireColorMaterial = new WireColorMaterial(0xFF9900,{wireColor:0x000000}); var material:ShadingColorMaterial = new ShadingColorMaterial(); material.ambient = 0xFF9900; material.diffuse = 0xFF9900; material.specular = 0xFF9900; var plane:Plane = new Plane({material:new WireColorMaterial(0x666666,{wireColor:0x666666}), width:1000,height:1000}); plane.bothsides = true; plane.rotationX = 90; plane.segmentsW = plane.segmentsH = 4; plane.z = 200; plane.y = 200; plane.x = 30; plane.ownCanvas = true; _view.scene.addChild(plane); _container.ownCanvas = true; _player = new Cube({material:material, width:player_rec.width,height:player_rec.width,depth:player_rec.width}); _player.z = 25; _player.x = player_rec.x; _player.y = player_rec.y; //create a 'face' for the cube, so player knows what is the front side _player.cubeMaterials.bottom=new WireColorMaterial(0xFF3399,{wireColor:0x222222}); //use own canvas to help with z sorting //_player.ownCanvas = true; _container.addChild(_player); material = new ShadingColorMaterial(); material.ambient = 0x0099FF; material.diffuse = 0x0099FF; material.specular = 0x0099FF; _block1 = new Cube({material:material, width:block1_rec.width,height:block1_rec.width,depth:block1_rec.width}); _block1.z = 40; _block1.x = block1_rec.x; _block1.y = block1_rec.y; _block1.segmentsD = 2; _block1.segmentsH = 2; _block1.segmentsW = 2; _container.addChild(_block1); _block2 = new Cube({material:material, width:block2_rec.width,height:block2_rec.height,depth:200}); _block2.z = 100; _block2.x = block2_rec.x; _block2.y = block2_rec.y; _block2.segmentsD = 4; _block2.segmentsH = 4; _block2.segmentsW = 4; _container.addChild(_block2); material = new ShadingColorMaterial(); material.ambient = 0x66FF00; material.diffuse = 0x66FF00; material.specular = 0x66FF00; var pillar:Cylinder = new Cylinder({material:material, radius:20, height: 60}); pillar.rotationX = 90; /* remember that the origin of an object is at its center: so the z of every object is changed so that they are all "lying on the floor" */ pillar.z = 30; pillar.x = Y_DIR*100; pillar.y = Y_DIR*40; _container.addChild(pillar); //rotate the view to add 3D feel and match the one from the 2D version _container.rotationZ = -180; _container.rotationX = -180; _view.scene.rotationX = -45; camera.target = _player; _view.scene.addChild(_container); } private function shoot ():void { if (shoot_timer.running) return; //create particle in box2D var bodyDef:b2BodyDef = new b2BodyDef(); var pPos:b2Vec2 = _b2player.GetPosition(); var angle:Number = _b2player.GetAngle() + Math.PI/2; pPos.x -= p2m(10)*Math.cos(angle); pPos.y -= p2m(10)*Math.sin(angle); bodyDef.position.Set(pPos.x, pPos.y); bodyDef.type = b2Body.b2_dynamicBody; bodyDef.angularDamping = 10; var bodyShape:b2CircleShape = new b2CircleShape(); bodyShape.SetRadius (p2m(10)); var bodyFixture:b2FixtureDef = new b2FixtureDef(); bodyFixture.shape = bodyShape; bodyFixture.density = 0; bodyFixture.restitution = 0; var bullet:b2Body = _world.CreateBody(bodyDef); bullet.CreateFixture(bodyFixture); bullet.SetLinearVelocity(new b2Vec2(-10*Math.cos(angle),-10*Math.sin(angle))); //create sprite3D var sphere : Sphere = new Sphere({segmentsW:4,segmentsH:2, material:new WireColorMaterial(0xFF3399,{wireColor:0x222222}), radius:10 }); sphere.z = 35; sphere.x = m2p(pPos.x); sphere.y = m2p(pPos.y); _container.addChild(sphere); var bulletData:Object = {}; bulletData.type = "bullet"; bulletData.hit = false; bulletData.sphere = sphere; bullet.SetUserData(bulletData); b2bullets.push(bullet); shoot_timer.start(); } private function p2m(pixel:Number):Number { return pixel/30; } private function m2p(m:Number):Number { return m * 30; } private function updateBody ():void { _b2player.SetLinearVelocity(new b2Vec2(0,0)); if (_moveLeft) _b2player.SetAngle( _b2player.GetAngle() - 0.05); if (_moveRight) _b2player.SetAngle( _b2player.GetAngle() + 0.05); var angle:Number = _b2player.GetAngle() + Math.PI/2; var playerVelocity:b2Vec2 = _b2player.GetLinearVelocity(); if (_moveUp ) { playerVelocity.x -= speed*Math.cos(angle); playerVelocity.y -= speed*Math.sin(angle); } if (_moveDown ) { playerVelocity.x += speed*Math.cos(angle); playerVelocity.y += speed*Math.sin(angle); } } ///////////////////////////// EVENTS /////////////////////////////////////// private function onKey_Up (event:KeyboardEvent):void { switch (event.keyCode) { case 38: //UP KEY is up _moveUp = false; break; case 39: //RIGHT KEY is up _moveRight = false; break; case 37: //LEFT Key is up _moveLeft = false; break; case 40: //DOWN KEY is up _moveDown = false; break; case 32: //SPACE Bar is up shoot(); break; } } private function onKey_Down (event:KeyboardEvent):void { switch (event.keyCode) { case 38: //UP KEY is down _moveUp = true; break; case 39: //RIGHT KEY is down _moveRight = true; break; case 37: //LEFT Key is down _moveLeft = true; break; case 40: //DOWN KEY is down _moveDown = true; break; case 32: //SPACE BAR is down break; } } private function onLoop (event:Event):void { updateBody(); _world.Step(1/30,10,10); transformObject(_b2player, _player); transformObject(_b2block1, _block1); transformObject(_b2block2, _block2); if (b2bullets) { for (var i:int = b2bullets.length-1; i >= 0; i--) { transformObject(b2bullets[i], b2bullets[i].GetUserData().sphere); if (b2bullets[i].GetUserData().hit == true) { _container.removeChild(b2bullets[i].GetUserData().sphere); _world.DestroyBody(b2bullets[i]); b2bullets.splice(i,1); break; } } } _view.render(); } private function transformObject (original:b2Body, threeD:Object3D):void { var position:b2Vec2 = original.GetPosition(); var angle:Number = original.GetAngle() * 180 / Math.PI ; threeD.x = Y_DIR*m2p(position.x); threeD.y = Y_DIR*m2p(position.y); threeD.rotationZ = angle; } private function createBoxDef (rec:Rectangle):b2BodyDef { var bodyDef:b2BodyDef = new b2BodyDef(); bodyDef.position.Set(p2m(rec.x + rec.width/2), p2m(rec.y + rec.height/2)); bodyDef.type = b2Body.b2_staticBody; bodyDef.angularDamping = 10; return bodyDef; } private function createBoxFixture (rec:Rectangle):b2FixtureDef { var bodyShape:b2PolygonShape = new b2PolygonShape(); bodyShape.SetAsBox (p2m(rec.width/2), p2m(rec.height/2)); var bodyFixture:b2FixtureDef = new b2FixtureDef(); bodyFixture.shape = bodyShape; bodyFixture.density = 1; bodyFixture.restitution = 0; return bodyFixture; } } } |
And this is the result:
Use arrows to move, and space bar to shoot.
The code could be a lot cleaner and shorter if I’d used multiple classes, but I thought the example would be easier to understand if I used only one class.
One tip which I think is important would be to add some space between objects upon collision, in other words, make the collision area be slightly larger than the actual object. This will help with Z sorting. Sometimes in this example here, when you collide the player box with the blue boxes you can see the face segments get jagged and blink.
And the extra distance could be easily countered with a simple bump map in case it looks weird.
The problem of file size is however a big one. Box2D and Away3D are very heavy loads unfortunately. I’ll try to post the same code but with JigLib and see how that goes.
But I hope this helps with any ideas for 3D games you might have. I’ve seen race games using this engine, and third person shooters. They might seem very simple, but the number of fun games one could create with these simple ideas is amazing. And who says 3D has to be complicated!
Of course, uneven terrain in 3D can be a bitch…
Next I’ll do some line collision in 3D. »
They can be easily customized to meet the unique requirements of your project.


























This post has 8 comments
Patrick Mullady
Wow! This is a great example! Thanks for taking the time to put this out there.
Exciting stuff.
m1gu3l
http://m1gu3l.pl/demo/
Chris Moeller
Very awesome, it’s inspiring!
I can even see making a FPS with this idea – just have to handle ground collision in another way… But there also other engines tailored for that.
Now I have about 4 new game ideas though! Thanks!
Ze Ferreira
nice demo m1gu3l
MC
I can see the potential… Thanx!
Abmemar
Please make the final step of Plants Vs Zombies !
bieron
Another car game using box2d physic and away3d :
http://www.yopsolo.fr/wp/2010/10/09/jeu-de-voiture/
sonicoliver
If you use the correct z-sorting renderer in away3D it should sort out your z-rendering correctly…. woah… (@_@)