Fuel 's new websites (X-post) 2004-03-04 - By Brian Robbins
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.
Thanks Nick! We are definitely trying to push some of the realms of what's currently possible. There's obviously a few things that we'd like to be able to do but can't feasibly accomplish right now. Hopefully with the next Dir version we'll have an update to 3D . . .
> The collision system works well, only popped out in the tunnels, > might have > something to do with the non-vertical walls.
Possibly. I need to look into the tunnels tomorrow to make sure we don't have any strange normal flipping going on too.
> I noticed Havok > being loaded, > but I assume it's not used for character collisions?
Havok should be loaded when you go to the shooting gallery as it does all the heavy lifting for us in there. However it should not have loaded before that.
> The moving platforms > are a nice touch too.
A bit of a pain too (see my previous messages with Barry :)
> 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?
For Fuel we have the major advantage of being able to use one server solution across all our solutions. We do a lot of Flash work (see the corporate website), and not having to build, configure, and support two server systems is very beneficial. Furthermore, I was never very pleased with the stability of MUS and would be wary of deploying it for an external client application. Tabuleiro's Nebulae server would fill this gap nicely.
Having developed in both (although not as extensively in MUS 3 with server side Lingo) I can see definitely positives and negatives to both. In general though, once I got past the initial setup of creating the right Flash objects and setting the right callbacks in Lingo, I found Flashcom a little easier to develop in. It has a few features (such as remote shared objects) that take some of the tedium out of developing multi-user apps.
Of course, FlashCom is not cheap and as such unless you have a project that can help fund the cost of the server it will be difficult for many shops to justify the expense.
-Brian
Brian Robbins Senior Creative Technologist, Fuel Industries <http://www.fuelindustries.com/>
> <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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