In this tutorial we’ll build a box which we can throw dice into. To do this we’ll use Away3D as the 3D engine and Jiglib as the physics engine. Let’s get stuck in..
Step 1: New ActionScript 3.0 File
As the title suggests, first we’ll create a new ActionScript 3.0 file.

Step 2: Edit Profile
In the Properties panel press the Edit button.

Step 3: Choose Flash Player Version
Choose Flash Player 9 profile and click OK.

Step 4: Get the Away3D Engine!
Save your file as "3D Dice.fla" in a new folder called “3D Dice”. Now download the Away3D engine from Away3D Downloads. We’ll use version 2.3.3 for Flash Player 9. Unpack an archive and copy all folders into the “3D Dice” folder.
Step 5: Get the Jiglib Physics Engine for Flash!
You need to install an SVN program to get these source files. Here’s the SVN address. If you don’t want to deal with all that you can also get them from the source files for this tut. After you move the Away3D and Jiglib classes to your 3D Dice folder your documents should look like this:

Step 6: Import Textures
I’ve drawn some textures for our dice. Of course, you can change these but they aren’t bad :) You can find other textures in the source file.
Dice Textures:






Now we need to give them linkage names in order to attach them in runtime (do this for every image in your library one by one):
Select Image, then right-click > Properties
Export for ActionScript > Remove ".png" part
Step 7: Start Coding
OK, we’re ready to start coding. First we import our classes:
import away3d.cameras.*; import away3d.containers.*; import away3d.materials.*; import away3d.primitives.* import away3d.lights.DirectionalLight3D
import jiglib.physics.RigidBody; import jiglib.plugin.away3d.Away3DPhysics; import jiglib.plugin.away3d.Away3dMesh; import jiglib.math.JNumber3D
Step 8: Setup Variables
After importing our classes we need to define our variables to use them in the coming steps.
var scene:Scene3D; var camera:HoverCamera3D; var view:View3D; var light:DirectionalLight3D; var physics:Away3DPhysics;
var boxWidth:Number = 250 var boxHeight:Number = 30 var boxDepth:Number = 250 var boxThickness:Number = 5
var diceTextures:Array = [ new WhiteShadingBitmapMaterial( new diceTexture1(0,0) ), new WhiteShadingBitmapMaterial( new diceTexture2(0,0) ), new WhiteShadingBitmapMaterial( new diceTexture3(0,0) ), new WhiteShadingBitmapMaterial( new diceTexture4(0,0) ), new WhiteShadingBitmapMaterial( new diceTexture5(0,0) ), new WhiteShadingBitmapMaterial( new diceTexture6(0,0) ) ]
var wallTexture:WhiteShadingBitmapMaterial = new WhiteShadingBitmapMaterial( new walltexture(0,0)) var groundTexture:WhiteShadingBitmapMaterial = new WhiteShadingBitmapMaterial( new groundtexture(0,0))
var diceScale:Number = 30 var dices:Array = new Array() var diceRandomForce:Number = 50
As you may have guessed, the first ones are for Away3D. The variable names are simple, so you can guess what they are for.
diceTextures holds the dice face textures. We take dice texture images from the library and put them into WhiteShadingBitmapMaterial. We choose this material because it’ll keep things light and to further improve performance it will also be flat. WhiteShadingBitmapMaterial is the best for our needs.
wallTexture and groundTexture use different images. Using either of these in our case would look terrible.
Step 9: Setup Away3D
Next we need to build Away3D.
function initAway3D():void {
scene = new Scene3D();
camera = new HoverCamera3D(); camera.distance = 300
light = new DirectionalLight3D({color:0xFFFFFF, ambient:0.25, diffuse:0.75, specular:0.9})
scene.addChild(light)
view=new View3D({scene:scene,camera:camera});
view.x=stage.stageWidth/2;
view.y=stage.stageHeight/2;
addChild(view);
physics = new Away3DPhysics(view,4)
}
The first line in this function creates our 3D scene, into which we add 3D objects. For the camera we choose HoverCamera3D. HoverCamera is the best way to turn the camera around the objects. Actually you don’t need to use light for this project, but It makes the experiment cool :) We create the View and set it in the middle of the scene.
Lastly, we create new Away3DPhysics. The first paremeter is “View3D” and the second is “gravity” (I use 4 but If you want you can try another number).
Step 10: Creating Walls
function createWalls():void {
var left:RigidBody = physics.createCube({width:boxThickness, height:boxHeight, depth:boxDepth});
left.movable = false;
left.x = -(boxWidth+boxThickness)/2
Away3dMesh(left.skin).mesh.material = wallTexture
var right:RigidBody = physics.createCube({width:boxThickness, height:boxHeight, depth:boxDepth});
right.movable = false;
right.x = (boxWidth+boxThickness)/2
Away3dMesh(right.skin).mesh.material = wallTexture
var front:RigidBody = physics.createCube({width:boxWidth, height:boxHeight, depth:boxThickness});
front.movable = false;
front.z = (boxDepth+boxThickness)/2
Away3dMesh(front.skin).mesh.material = wallTexture
var back:RigidBody = physics.createCube({width:boxWidth, height:boxHeight, depth:boxThickness});
back.movable = false;
back.z = -(boxDepth+boxThickness)/2
Away3dMesh(back.skin).mesh.material = wallTexture
var ground:RigidBody = physics.createCube({width:boxWidth, height:boxThickness, depth:boxDepth, segmentsW:2, segmentsH:2});
ground.movable = false;
ground.y = -(boxHeight+boxThickness)/2
Away3dMesh(ground.skin).mesh.material = groundTexture
Away3dMesh(ground.skin).mesh.pushback = true
}
It looks like a mess right :) Actually no. Click the walls of the box in the following demo to learn how we set their position:
We use Cubes as walls, but to do that we use physics.createCube, you can’t set material in parameters directly. Jiglib Away3D plugin doesn’t allow this (though you can change Away3DPhysics.as file to allow for it if you want). To change material we need to get the original Away3D object:
Away3dMesh(rigidObject.skin).mesh
By using this we attach our textures to the faces of our walls. We set movable to false because we don’t want them to be moved right? :) When we create ground we also set its pushback property to true, so the ground won’t be able to jump over the walls.
Step 11: Creating a Die
function createDice():void {
var dice:RigidBody = physics.createCube({width:diceScale, height:diceScale, depth:diceScale});
dice.y=500
dice.movable=true
Cube(Away3dMesh(dice.skin).mesh).cubeMaterials.left = diceTextures[0]
Cube(Away3dMesh(dice.skin).mesh).cubeMaterials.right = diceTextures[1]
Cube(Away3dMesh(dice.skin).mesh).cubeMaterials.front = diceTextures[2]
Cube(Away3dMesh(dice.skin).mesh).cubeMaterials.back = diceTextures[3]
Cube(Away3dMesh(dice.skin).mesh).cubeMaterials.top = diceTextures[4]
Cube(Away3dMesh(dice.skin).mesh).cubeMaterials.bottom = diceTextures[5]
dices.push(dice)
}
As you can see it’s really simple. We basically create a cube and attach textures to its faces. To attach different textures to different faces we use cubeMaterials. cubeMaterials have 6 properties that we use. These are:
- front
- back
- top
- bottom
- left
- right
You can set any material to them, but we use elements of diceTextures we created in step 8.
Step 12: Resetting Dice
function resetOnlyPositions():void {
for(var i:int = 0; i<dices.length; i++) {
dices[i].moveTo( new JNumber3D( 0, 100 + i*(diceScale+10) , 0 ) )
}
}
function resetAllDices(e:MouseEvent):void {
for(var i:int = 0; i<dices.length; i++) {
dices[i].moveTo( new JNumber3D( 0, 100 + i*(diceScale+10) , 0 ) )
addRandomForce(dices[i])
}
}
In these functions we reset their positions. The first one is for beginning. The second one runs when the user click the stage. The second function also adds random forces to the dice. This makes our dice start to tumble.
Step 13: Adding Random Forces to Dices
function addRandomForce(rigid:RigidBody) {
var forceX:Number = + Math.random()*( diceRandomForce )
var forceY:Number = + Math.random()*( diceRandomForce )
var forceZ:Number = + Math.random()*( diceRandomForce )
rigid.addBodyForce(new JNumber3D(forceX,forceY,forceZ) , new JNumber3D( rigid.x + diceScale ,rigid.y,rigid.z) )
rigid.addBodyForce(new JNumber3D(-forceX,-forceY,-forceZ) , new JNumber3D(rigid.x - diceScale,rigid.y,rigid.z) )
}

First we get random values for our forces. With these values we apply forces in opposite directions to opposing sides of each die. This forces the dice to spin.
Step 14: Listeners
function initListeners():void {
stage.addEventListener(Event.ENTER_FRAME, render);
stage.addEventListener(MouseEvent.MOUSE_DOWN,resetAllDices)
}
In this function we add MOUSE_DOWN and ENTER_FRAME listeners to the stage.
Step 15: Rendering
function render( e:Event ):void {
view.render();
camera.targetpanangle = stage.mouseX/stage.stageWidth*360
camera.targettiltangle = stage.mouseY/stage.stageHeight*30
camera.hover();
physics.step();
light.x = camera.x
light.y = camera.y
light.z = camera.z
}
The first line of this function renders the 3D. Then we use true proportion in math to rotate the camera by using mouse positions. Then we equalize the direction of the light to the positions of our camera. This makes our light dynamic and makes our experiment looks pretty cool.
Step 16: Last Step
initAway3D(); createWalls(); createDice(); createDice(); resetOnlyPositions() initListeners();
We call our functions one by one. I called createDice() function twice, so there are 2 dice in the demo. You can add however many you want.
Ok. We’re ready. Test your work and click the stage :)
Conclusion
In this tutorial we learned how to use Jiglib with Away3D and build a simple experiment.
I hope you liked it, thanks for reading!



awesome ! (first)
The dice textures should follow another pattern: In 6-faced dices, the opposing faces always sum up to seven. :)
and dice shouldn’t be able to land on their corners or fall through wooden boxes, but great tut all the same!
Great tut!
wowooooooo! Thx!
Nice Tut. Be nicer if the classes and assets were external
Great tutorial, but how can it be made so that we can find which numbers appeared in the roll? I mean if I want to use this in a game?
Thanks
simply great work………….
attığım zar dik geldi..
(Just thought I’d punch that through translate.google.com so we don’t end up with paranoid readers..)
i did not want you to read, yağız can understand what that means. and translation is wrong.
I liked the physics engine, does this engine works with papervision3D and Alternativa3D ?
Thanks
Awesome!
thank for tutorial
It’s a great tutorial! Sure, dice aren’t perfectly cube like, nor do they fall through solid walls, but it’s still very effective and informative!
This tutorial is made of awesome! I can’t wait to get some free time to try this out, looks simple enough so even I can follow it ;)
Thanks!
Very cool tut. I can see making a game out of that. Thanks!
Totally Awesome! It’s complex and easy to follow. Can I ask: is there a way to know which face is up for each of the dice?
I only miss a scoreboard of it.
http://prikachi.com/flash.php?users/graf_kaberne/145X.swf
I’m trying to give a round cylinder spinning momentum. Does anybody have any ideas? Nice solution here I wish I could use it! nice tut.
Awesome…..thanks lot..
please help me…
how to find the no?
step by step while don`t fall asleep
Hello!
Can anyone help?
How to make the dice roll the correct side up?
I tried many different ways. But nothing…
Great Work !!!!
the tutorial is awsome!
anywhere can u provide some info for us how to identify the number shown on TOP which are the result and how if we have predefined result number to pass in for the dice to roll?
thanks.
I got the way to identify which face by clicked event.
now i need the folowing :-
1. How to make a handler to fire on cube stop (EVENT COMPLETE).
2. How to assign predefined Face TOP value?
Thanks.
Hello, I’m still looking for a solution to identify the score of the dice. How did you do that please ?
I’m a great noob and I fire the EVENT COMPLETE by comparing x,y,z with their previous values. If they are identical, the cube is stopped. But I don’t find its score…
Hi,
How could I adapt this tutorial so that the dices land on a certain face (not random)?
Very nice tutorial! Thanks for this.
How can i identify the face on each dice ?
Did anyboby find the way to identify the face on each dice ? I’m still working on it. Thanks !
Is it possible to use other polyhedral dice?
I found this solution (with Away3d 3.6.0 and jiglib fp10) :
// Extract Cube from jiglib encapsulation
var box:Cube = physics.getMesh(de) as Cube;
// Extract Matrix3D
var m:Matrix3D = box.transform;
// An array created by comparing values of norm.y and visible face of the die
var valeurs:Array = new Array(5,5,2,2,4,4,3,3,6,6,1,1);
// Array with Cube’s faces
var cotes:Vector.<Face > = box.faces;
// loop with faces
var i:uint;
for (i=0; i<cotes.length; i++)
{
// Extract normal from each face
var norm:Vector3D = cotes[i].normal;
// Apply the rotation Matrix3D
var projection:Vector3D = m.deltaTransformVector(norm);
// If the corrected normal.y == 1, it’s the superior visible face of the cube
if (Math.round(projection.y) == 1)
{
// Display the correct value from the previously created array
t_txt.text = “valeur du dé : ” + valeurs[i];
}
}
Has anyone been able to get a code applied to this tutorial in order to show what is the number of the top faces?
pasdepanique
did you get all source code for definition top number?