I've previously used a version of Andrew Davison's active renderer in PSPLua which allowed me to keep frame rates high and the engine running more smoothly over both PC and PSP platforms. I was exploring the possibilities of doing the same thing for an Away3D engine when I came across this example for standard Flash (http://www.8bitrocket.com/ newsdisplay.aspx?newspage=10248). I implemented this into one of the Away3D examples and although the rendering appeared smoother, mouse and keyboard event handlers seemed to have problems firing beyond first being called. All I've done is implement a game timer and called the main update/render loop using the timer instead of using the line stage.addEventListener(Event.ENTER_FRAME, gameLoop). Has anyone tried doing this successfully without any input lag or overloading?
