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]
