Moley, that sounds great, how do you go about making those swc's (also, with what Flash?).
Vic, sometimes theres a new feature that you absolutely need to use for a current project. That feature might not even be full tested, but your whole project may depend on that one feature. So of course if that (newest) version is unusable, then there goes the whole project. However, it seems that In your case, and in many cases, you get a project working, and there is no problems until you update to the latest code, then something breaks. If you can't fix it, or are unable to get your project going fairly quickly, then you are left with basically two options. 1. Go back to the older version of away3d and your project should be fine again. 2. Rewrite /rework the project from scratch with the newest version and hopefully have no problems this time. Since #2 can be quite annoying, I wouldn't suggest unless you have all the time on your hands. However, it is a great way to get the hang of building stuff out and will get you more comfortable, and give you more working knowledge with the library. -Pete On Mon, Apr 12, 2010 at 1:24 AM, Moley <[email protected]> wrote: > Vic the most bleeding edge code is always being updated, changed and > possibly broken in some area's > so if you want to use away3d in a project, probably a good idea to > hang back a few revisions (which would be more stable) > > Your analogy of upgrading to PS CS5 is incorrect, CS4 & 5 are final > releases, not code in development. > > I typically try build a swc every week or the latest compilable, > I could do weekly builds and upload them to the group for use if > anyones interested? > > > > On Apr 12, 11:30 am, Vic <[email protected]> wrote: > > Hi Pete - > > > > I'm not sure how to answer your question. I spent the last few > > weeks developing a testbed to see how well aw3d handles > > a lot of models and polys in a scene: > > (http://www.vicware.com/flyover/FlyOver03.html) > > > > I was pleased to see that aw3d handled what I wanted to do, > > although now I see aw3d (or maybe I should say flash) is not > > geared for creating relatively dense scenes like this. I learned > > a lot, and now would do things very differently. > > > > Why wouldn't I want to progress to new versions, to take > > advantage of improvements and expansions of the aw3d lib? > > If I had a finished project, then of course I would leave that > > alone. But I just started with this, and already there's a major > > change that I'm glad I hadn't gone further with - i.e. textField3d. > > > > I really liked textField3d - it was simple and easy way to put > > 2d textfields into aw3d 3d space - no fuss, no muss (but with > > a bad clipping problem - you can see it in my demo). Very > > useful to my project. But a few days ago Fabrice cryptically > > said to "stop using it." There was no explanation if textField3d > > was going to be replaced, or if there's another way to accomplish > > the same task. I think it would be unfortunate if there was no > > quick way of putting 2d text into the 3d environment. > > > > I saw that post about "Big changes ahead," and I don't want to > > get stuck with obsolete code while producing new apps. I > > assume (a word I'm not crazy about) that the upcoming major > > revisions will include new services, less bugs and maybe > > faster results. > > > > i.e. If I upgrade to PS CS5 (or whatever), why would I possibly > > continue to do stuff with CS4? > > > > So, I evidently happen to come on board in the middle of big > > changes and developments of aw3d. I want to see where this > > is going. > > > > Thanks - > > Vic > > > -- > To unsubscribe, reply using "remove me" as the subject. > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
