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?

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