# 3d collision detection \[renamed\]

**URL:** <https://forum.kirupa.com/t/3d-collision-detection-renamed/321848>\
**Category:** flash\
**Created:** [May 3, 2011, 9:50am UTC](https://forum.kirupa.com/t/3d-collision-detection-renamed/321848 "2011-05-03T09:50:54Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![fikontrollet](https://avatars.discourse-cdn.com/v4/letter/f/35a633/32.png) [@fikontrollet](https://forum.kirupa.com/u/fikontrollet)\
**Post date:** [May 3, 2011, 9:50am UTC](https://forum.kirupa.com/t/3d-collision-detection-renamed/321848/1 "2011-05-03T09:50:54Z")

</div>

**EDIT :The thread has transitioned into [3d collision detection with as3] - check last post**

\*Hello fellow AS3 brethren.  
I’m in the making of my molehill game, and have now approached a little problem:

I have my Terrain and my Mesh(character model). Moving/walking the mesh around was simple enough (X,Z). But when i added elevation to the terrain, i have to add movement in Y depending on the Y pos of the terrains vertices. \* \*

My terrain does not have a fixed grid, and eventually might not have equal amount of rows per col.\* \*The way that i receive the verticeData is through one long vector.

So, does anyone know [one/the best] approach to this matter? \* \*  
Ideas/Thoughts are greatly appreciated.\*
