HI Pete,

I am very interested in your FMS + Away 3d work on the multiplayer
frame work.  I am new to Away 3D and am currently investigating the
feasibility of using it as a multiplayer 3D environment. Any info or
examples that you could provide would be greatly appreciated.

thx,

Ryan Clemens

On Tue, Nov 18, 2008 at 8:34 PM, Sean McCracken
<[EMAIL PROTECTED]> wrote:
>
> Hey Pete,
>
> Sorry I didn't speak up sooner,  but I'm actually working on a multiplayer
> framework for Away as we speak.  It's actually Flash Media Server centric,
>  but you could use it locally.
>
> I am putting my kids to bed right now,  but give me an hour and I think I'll
> be able to help you out.
>
> And are you sure you need multiple views to do depth sorting?  Have tried
> setting your ground plane pushback to true?
>
> Cheers,
> Sean
>
> Sent from my iPhone
>
> On Nov 18, 2008, at 4:58 PM, buganamo <[EMAIL PROTECTED]> wrote:
>
>>
>> I think I might have gotten more feedback on my last post if I had
>> phrased it as a question rather than a suggestion.  D'oh!
>>
>> I am trying to have a local 4-player game screen (split into
>> quarters), or various configurations up to, so some Scene3D instances
>> are shared among up to 4 View3D instances.  With view3D.autoUpdate set
>> to true, of course Scene3D throws a Debug error complaining about over
>> updating the scene.  But if I set autoUpdate to false, and even call
>> scene3D.updateScene(); before calling view3D.render();, and it doesn't
>> seem to update at the right time, because the scene.updatedSessions
>> Dictionary is coming back as null in the AbstractRenderSession
>> (presumably inside a SpriteRenderSession instance).
>>
>> Currently, I have a PlayerView class (one for each player) that takes
>> a player's camera, and builds a layered set of View3Ds to minimize
>> depth sorting (separating floor from game objs from backdrop, etc.),
>> and the View3Ds hook into a set of corresponding Scene3Ds
>>
>> I don't want to cheat and go altering low level super-classes like
>> AbstractRenderSession to fix this, because I know that will break the
>> engine for other more common scenarios.  How can I best implement my
>> code to take advantage of this?
>>
>> Thanks!
>> -Pete
>

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