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Fuel 's new websites (X-post)

Fuel 's new websites (X-post)

2004-03-05       - By Pascal Auberson

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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.
>
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