By Keith Peters
This e-book is a compilation of complex ActionScript 3.0 animation innovations for any person developing video games, person interplay, or movement keep an eye on with ActionScript. it really is an anthology of themes that stick to from the author's past e-book, Foundation ActionScript 3.0 Animation: Making issues Move, and issues that turned attainable in model 10 of Flash participant. This ebook covers a various number of themes that do not unavoidably lead one into the opposite. you don't want to begin with bankruptcy 1 and skim it conceal to hide. simply begin with any bankruptcy that appears attention-grabbing and bounce round as you spot healthy. during this e-book, you can find chapters on complex collision detection, synthetic intelligence and steerage behaviors, isometric projection, utilizing the digital camera and microphone for enter, 3D, and masses, even more.
AdvancED ActionScript 3.0 Animation is additionally extra experimental in nature. The ideas proven right here is probably not how one can do issues, yet they need to paintings good and get you begun on your personal efforts to accomplish an ideal implementation. in reality, a few of the chapters will be noticeable as introductions to very advanced issues that may fill a complete publication through themselves. lots of those topics were generally coated in different places, yet now not inevitably distinct for Flash or ActionScript 3.0. So it took a good quantity of labor to tug the information jointly and get all of it operating and clarify all of it basically in ActionScript. This booklet will encourage you in finding out approximately matters that you simply will possibly not have thought of earlier than, performing as a springboard into your individual study into the probabilities of ActionScript 3.0.
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Nevertheless, the system he describes in that paper has been at the foundation of many, if not most, artificial intelligence movement engines created after that point. 0–based version of most of the behaviors described in the paper. Before we dive in, let me say that the goal of this chapter is to introduce the behaviors, give an understanding of them, and show a framework with some basic implementations of each. Some of the later more-involved behaviors can be implemented in many different ways, with vastly different degrees of complexity.
Of course, there are no cells to the left or above it, so you just need to check the three light gray cells. Again, there is no way that an object in that dark gray cell can possibly hit anything in any of the white cells. When that’s done, we move on to the next cell. See Figure 1-10. 16 ADVANCED COLLISION DETECTION Figure 1-9. Test all the objects in the first cell with all the objects in the surrounding cells. Figure 1-10. Continuing with the next cell With this one, there are a couple more available cells surrounding it, but remember that we already compared all the objects in that first cell with all the objects in the three surrounding cells, which includes the one being tested now.
I found that a grid size of between 85 to 100 averages about 32 milliseconds, which is more than 4 times faster than the basic check! Note that all these numbers are just examples to serve as a basic guide. You might get very different results. The important fact to take away is that by tweaking the grid size you can find a setting that gives you optimal results for your application. There are a lot of variables here: stage size, number of objects, size of objects, grid size, and the hit testing algorithm you are using (not to mention individual computer performance).