Lost>> Nope. I haven’t been there much lately, and I must have missed it. Can you repost? Please?
Nat> You’re using Flash 5, right? It would be better if you had MX though… Anyway, the 3D engine basics:
You have a basic structure that is a point. It has 3 properties: x position, y position and z position. Be careful, these are different from _x and _y (precisely because there’s a z component).
The most practical way to represent this is an array (you could even consider building a new class Point, subclass of Array, and give it particular methods and all, now that I think of it --> Flash MX, of course).
Now that we have the point’s position, we have to rotate it. To do so, you have to get into linear algebra and some aspirin. Because you are going to use rotation matrixes, yeah baby, yeah!! I don’t have time to explain that (besides, Brandon Williams did it quite extensively on his site), but basically you can get the new point after rotation by multiplying the current point by particular values, depending around which direction you want to rotate.
And that’s it! Before I go on, was that part clear?