this rocks,great job!
ian

On Jul 23, 6:32 pm, Shawn <[email protected]> wrote:
> I wanted to post a test of my driving game (done in AWay3DLite) for
> feedback, and to ask a few questions:
>
> http://moosemouse.com/driving_game_test_003.html
>
> I am at the point where I need to start making decisions on where I
> spend my processing power. The most glaring problem I have right now
> is the track's near plane/ frustum camera clipping. I have read
> through tons of posts on about this problem on the forum, and have yet
> to find a solution for lite other than increasing the resolution of
> the track. I REALLY don't want to spend my processing power on this
> solution if there is a more elegant way to do this. It seems like the
> faces decide not to render if they are half way out of view.. I would
> like them to render until they are fully out of view. It seems like
> there should be something similar to "sortType" for this, but I can't
> find it. I have tried:
>
> 1. Adjusting the RectangleClipping values, which doesn't seem to help.
> 2. I have tried to use the frustum culling in the latest branch, but
> it doesn't appear to be working.
> Any other ideas?
>
> Also, I am considering making this a real time multiplayer game. For
> those in the know, is this too much to ask of a flash away3DLite
> driving game right now? I know this isn't strictly away3D related, so
> please reply privately if you think it is more appropriate.
>
> Other than that, please let me know your feed back at this point. Does
> it appear to work well on slow computers? Is it.. fun? Does the
> sliding/drifting feel at all real? Any other thoughts? Again, please
> reply privately if more appropriate to this list.
>
> Thanks!
> Shawn
> [email protected]

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