Away3d game tutorials
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Game design HTML5 Phaser Javascript Monetize Box2D Unity3D Flash Get the most popular Phaser 3 book Through pages , 32 source code examples and an Android Studio project you will learn how to build cross platform HTML5 games and create a complete game along the way. You will learn step by step how to create an helicopter game using Away3D The 2d logic In this post I will create a Chopper like game engine where you have a helicopter flying over a city.
But this is the final result in 2D: Use arrow keys to move If you look at the code you will see that I use two views to test for collision.
This is the result: Refresh to see different buildings The building uses two materials. ObjectContainer3D; import away3d. Mesh; import away3d. TextureMaterial; import away3d.
PlaneGeometry; import away3d. Use Arrow Keys to Move, Space bar to lift. Chopper 3D: Endless Terrain As I said, I wanted to show you a couple of examples on how to build an endless city terrain to be used in a more first-person-shooter type of game. Lets study these now. As mentioned before, Away3D offers a completely different approach for picking calculations. So far we have been dealing with the properties of individual objects, you can change the way picking works on a global scale too.
The difference between first 2 options is quite subtle, lets first see the difference between the first 2 and the 3rd option, which represents a completely different picking technique from the others. As explained before, the first two are based on evaluating collisions between a ray and mathematical entities within the scene. The 3rd option SHADER does not evaluate ray-geometry collisions at all, but instead renders a portion of the scene around the mouse with specific colors into a temporary buffer, and then analyzes the color directly under the mouse to find which object is hit.
This technique is harder to visualize, and is in fact what most high end 3D engines use, proving to be very efficient both in accuracy and performance. You can read about this limitation in this article.
The method introduces a severe bottleneck which is the sole reason why Away3D offers a raycast alternative and sets it as the default method. Keep in mind that you can only have one of the two methods per view, but not both, i. Because it is still necessary in some situations. For example, when dealing with GPU animations and transformations, where geometry can be altered after the CPU stage, in the GPU, where the raycast approach could not possibly know where the vertices are, and will not be able to properly calculate ray-geometry collisions.
Since the shader method is not ray-geometry collision based and deals with what is actually visible on screen, it is the method of choice when dealing with animated objects where high picking precision is desired. Listing 4 shows the effect of using ray versus shader based picking on an animated object. Listing 4. Picking on animated objects. Such a problem does not exist for the shader method. This property simply asks the shader picker to evaluate not just whether the mouse events exist, but also the data involved in them such as position, normals, etc.
The calculation of such information is not free as it is in the raycast approach, so it should only be requested when needed. If set to false, the mouse events will trigger, but some of the event properties will be null or invalid. The value is set to false by default, and in the case of listing 4, it needs to be enabled so that we can retrieve the location of the mouse event in the scene when using the shader picker. Hopefully, Adobe will someday remove the drawToBitmapData bottleneck and make all our lives easier!
On the previous section, we discussed the difference between the raycast pickers and the shader picker. These are actually the same picker, but with slightly different settings. These sub meshes share a single bounding volume. A sub mesh is a renderable, and that is what a renderable is: something that can be drawn to screen. Sub meshes exist because Stage3D limits the amount of elements that can be put in a single buffer, so if the poly count increases beyond such limits in a mesh, a new set of buffers is created within a new sub mesh object.
Such buffers represent vertices, normals, uvs, etc. The following listing illustrates all of this. We added another cone tracer pointing towards the hit location just to help us know where it is. Listing 5. The two available raycast pickers on a mesh with multiple sub meshes. Also, notice how we shuffled the z positions of the sub meshes.
By now we have covered the 3 available mouse pickers, as well as the 7 available picking colliders for independent objects. All this gives you a lot of flexibility when it comes to setting up mouse interactivity on your project as efficiently as possible.
In this game we have a single stationary Directional Light. The football is the main dynamic Entity in the scene. The Football Entity has 3 components attached to it. You can see the components by selecting the Football and viewing the Attribute Panel on the right side of the editor. The 3 components are:. The sound component lets you play back sound files. Each Sound component has a number of slots, one for each sound file. You can choose playback settings like, whether the sound will loop, the volume or the pitch.
The football has a single slot for the sound made when the ball bounces. The model component is used to attach a 3D model asset to an Entity. When you have an enabled model component on an Entity the 3D model will be rendered at the Entity's position in the 3D space.
In this case, we have attached the football model. The script component lets you attach javascript files to an Entity. Each entity will create an instance of the script inside the javascript file so that you can customize the behavior of the Entity.