Going Around in Circles - Back to Shockwave 3D Now
February 4, 2007
Why Shockwave 3D?
In my long and winding quest to do real-time 3D programming on the Web, I’m back where I started — with Shockwave 3D. Much as I love Sandy, I need at least joints and collision detection, and the only existing Flash physics engines are made for 2D. I’ve put considerable thought and effort into extending Flade (now replaced by APE) to 3D; but I’ve concluded that even if I succeeded, it would take some time for the code to mature. When I first started, I set out to learn Java 3D, but I soon abandoned it for Shockwave 3D. Then I abandoned Shockwave 3D for Flash, once Sandy came on the scene. In my naivety, I thought I could hack out a physics engine the same way I’ve always been able to hack out everything else I’ve needed. Once I learned how complicated physics engines and game engines are, I turned to the Torque Game Engine. continue reading »