Fuel 's new websites (X-post) 2004-03-05 - By Pascal Auberson
Back Great stuff Brian, good to see more of this type of work out there.
Pascal.
> -- --Original Message-- -- > From: dir3d-l-bounces@(protected) [mailto:dir3d-l- > bounces@(protected)] On Behalf Of Brian Robbins > Sent: 05 March 2004 04:13 > To: dir3d-l@(protected) > Subject: RE: [Dir3d-l] Fuel's new websites (X-post) > > > 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. > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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