Away3D Extrudes (1)

Flash

extrude

In order to build a complex scenery and keep it low poly, you need to have good 3D skills and a good modeller. For many that’s just too much to ask. As a result, I read threads everyday, on lists and forums, on how to load those elephant xml files…

I think it’s just bad practice to build whole scenes that way, specially when it comes to Flash.
And here comes the problem:
What else?

Personally I think that’s one the biggest challenges, offering tools that helps to reduce loading problems and offer more flexibility to the way we work.

So here’s my first contribution in that direction, this demo shows one of the classes I’m working on.
The class allows you to create extrudes from points, like a fence around a house, walls, a city block, charts elevation, some surrounding forest, sky trips or … a maze! You can define elevation on 3 axis, thickness, add one or more materials per segments, be able to generate one mesh from one or more point definitions, subdivisions per segments so you can control the polygon count, be able to decide if texture(s) covers whole geometry or per segments, you can hide some sides…
Last but not least, this option costed me almost a total rewrite of the class: it respects the thickness no matter the angle of the next segment.

Here is a 2d representation of the algorithm.

extrude_trigo

And here a little random generator.
extruderandom

Of course one class is not enough… so more are coming!