Hey, nice app you've got there! : )

Could you be a bit more specific? Is there a limit of connections in each
room? How many tris are there in each character? Is there more processing
involved in each game? I would configure a stub client to access youtube,
and handle the basic server communications you've got there (mic
broadcasting & receiving, chat, facebook connection...) and see how much
overhead will they bring. Does the server handle some kind of mixing right
now? If you haven't got much control of how many people will be in a room
simultaneously, you run the risk of having a cpu-killer at some point...

Well, but with some smart coding, and keeping some secure limits in mind,
you shouldn't have much problem with running your application on
away3d/lite. The 3D part looks quite simple, but you will probably need to
restructure your server-side handling mostly because you will need to use
RTMP as the protocol to handle the audio+data exchange on flash.


2009/12/14 valeriuscrowe <[email protected]>

> We're currently doing an MMO in Shockwave3D (http://apps.facebook.com/
> digparty) and we're considering porting it to Flash.  Away3D looks
> like the best candidate to me, especially Away3D Lite if it can do it.
> <b>My question is, is Away3D up to the task of running an MMO?</b>  Is
> the performance good enough?  Are we going to pull our hair out trying
> to write convoluted code to get the equivalent of what we can already
> do in Shockwave3D?  Has anyone done this already?
> thanks,
> Robert
>

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