Hey Pete

just so that there is not confusion - flickering and interactivity problems
in multiple scene are long since fixed - checkout latest revisions of the
trunk if you are not seeing this with your projects.

Jensa's tut on multiple views (posted above) should help with your initial
setup. As for multiplayer capabilities - keep your eye on the multiplayer
branch. we will of course announce anything big in that area here on the
list first...

Rob


On Tue, Dec 2, 2008 at 4:34 PM, Ryan Clemens <[EMAIL PROTECTED]> wrote:

>
> 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
> >
>



-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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