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Flash Tutorials » Animation » Physics 

First, we'd like to have a simple model of a ball that can bounce off a ground, a ceiling, and walls. We'll simply use the dimensions of our movie to represent the wall and floor.

A new instance of the Away3DPhysics class needs to be created. It needs to have the Away3D view passed to it so Jiglib can add the Away3D primitives to the scene when the physics primitives are created. The second parameter is the time. This is usually set to 1, but it is set to 2 here to make the simulation faster. [code]

When I first player Hitman - Code name 47 I remember being impressed by the cloth physics in the game. The way the cloth moved around the character as he walked through a curtain gave the game a fluidity that I had never seen before. These days dynamic physics is almost expected in a 3D game. But while there are a few physics engines available for Flash (WOW and APE), they seemed quite basic or limited to 2D, and I never really saw an impressive physics demonstration.

A Body Definition consists of 2, 3, or 4 things. 1.) A Shape Definition. 2.) An (x,y) position. optional: 3.) Rotation (in radians) 4.) A pre-made Sprite object.

And, that's it. Hopefully, you've learned a little something about how to implement a bit of physics into your Flash applications, and learned how and when to fake some of it.

Every story has to start somewhere, and in this story we begin with our good friend Sir Isaac Newton. Newton's theories have been, and are still the primary theories studied to understand the way things happen around us. In this series of tutorials we are going to explore various aspects of physics and how they can be represented in your flash applications. We begin with gravity.

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