Fuel 's new websites (X-post) 2004-03-04 - By nick kang
Back Great job! Ambitious work such as this benefits the community greatly, especially when trying to demonstrate to clients what is feasible in the realm of Shockwave. Hopefully you guys have the funding to go far with this one.
The collision system works well, only popped out in the tunnels, might have something to do with the non-vertical walls. I noticed Havok being loaded, but I assume it's not used for character collisions? The moving platforms are a nice touch too.
It's good to see FlashComm finally used for a real time world. Looks like with proper movement tweening, you can get decent results out of it after all. Unfortunately, only got to see one other player in with me (try the horsey folks ;-) What do you see as the advantages of FlashComm versus MUS?
-- --Original Message-- -- From: dir3d-l-bounces@(protected) [mailto:dir3d-l-bounces@(protected)] On Behalf Of Brian Robbins Sent: Thursday, March 04, 2004 1:29 PM To: dir3d-l@(protected) Subject: [Dir3d-l] Fuel's new websites (X-post)
We launched both of these Sunday night, and are still working out a few of the last kinks, but I suppose they're far enough along to tell you about them:
<http://www.cowboysandengines.com/> - This is a 3D multi-user environment that I've been working on for the past several months. It features a main junkyard area, and currently two sub-games (Blackjack and a Shooting Gallery) that you can get to within the main environment.
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