Flash "cookies" should work now :) we also fixed those minor issues
mentioned here. Huge thanks indeed for feedback everybody!


On Oct 2, 4:23 pm, bgr <[email protected]> wrote:
> I managed to get stuck in room with 3 guys (one in corner, other with
> a guitar) twice. Just press "leave room" and quickly re-enter before
> door closes.
> Also you should save progress in a SharedObject so a visitor doesn't
> have to collect keys every time.
>
> On Oct 2, 1:03 pm, Pavel Jacko <[email protected]> wrote:
>
>
>
> > That's exactly what I really would like to see.
> > Looking on Prefab as downgraded 3DS Max rather upgraded flash:)
>
> > Pavel
>
> > On Oct 2, 9:09 am, Fabrice3D <[email protected]> wrote:
>
> > > > . Prefab export more complex classes of the same object but so far  
> > > > so good.
>
> > > That's may be because most exporters handle max 4k polys per class  
> > > while an PreFab output can hold up to 100k in a single class  
> > > representing a full scene
> > > without having memory issues at compile time... so for single objects  
> > > export, the structure of the outputed class might look overkill for  
> > > this reason.
>
> > > > one think I would really like to see is animation support  (as far  
> > > > as I know) It doesn't support it.
>
> > > The animation feature I have in mind for Prefab should go way beyond  
> > > playing imported animation and export them to as3...
> > > if I can manage to build it exactly the way I want it, it should  
> > > contribute to a better workflow regarding projects with animations.
>
> > > For now, I'm busy improving this first release. I preffer to make a  
> > > robust tool not too extended you can rely on, rather than a useless  
> > > dragon...
> > > Keep an eye on the check update btn... :)
>
> > > Fabrice
>
> > > On Oct 2, 2009, at 1:24 AM, Pavel Jacko wrote:
>
> > > > Thanks Fabrice,
> > > > I think from the overall look is quite obvious that we missing on
> > > > design touch. In fact, whole virtual world bit was developed without
> > > > designer(credit crunch you know). If I would have to done whole
> > > > project again I would definitely do loads of things differently,
> > > > especially navigation and UI logic. And as you said, back button would
> > > > be part of that but as usual, Mr.Chronos is bastard and he doesn't
> > > > gave us more than those 24 hours a day.
> > > > Prefab is amazing tool...I started project without it(it didn't exist
> > > > bublicly I think) but last bits of project, we tried to experiment
> > > > with it..in other words, immediately I found it:). Generaly we used
> > > > Dennis Ippel's(www.rozengain.com) blender as3 exporter. Prefab export
> > > > more complex classes of the same object but so far so good. Next
> > > > project gonna be full member of workflow. one think I would really
> > > > like to see is animation support  (as far as I know) It doesn't
> > > > support it. But I'm looking forward. This could be base for real 3D
> > > > game platform.
>
> > > > Great job!
> > > > Pavel
>
> > > > On Oct 1, 11:33 am, Fabrice3D <[email protected]> wrote:
> > > >> Very cool!
> > > >> I've managed to find the key's and even discovered a mention, thk! :)
>
> > > >> One question
> > > >> Have you used Prefab in the process?
>
> > > >> One little remark
> > > >> Wouldn't it be better to place the close/back nav btns next to the
> > > >> overlays content?
>
> > > >> Seeing extended 3D scene like this is fantastic!
> > > >> Well done and welcome to Away3D!
>
> > > >> Fabrice
>
> > > >> On Oct 1, 2009, at 12:04 PM, Pavel Jacko wrote:
>
> > > >>> I just want send huge thanks to Away3D team. This engine rocks! 2
> > > >>> Months ago we started portfolio project initially with  
> > > >>> Papervision3D.
> > > >>> Project was very complex but required fast engine as it simulated  
> > > >>> FPS
> > > >>> behaviour. After adding more scenes it became harder and harder to
> > > >>> manage speed with PV3D. At that time I decided to blindly shoot to
> > > >>> Away3D (after 3/4 of project was done). It was big risk however we
> > > >>> were on the end with optimization possibilities with PV3D. How big
> > > >>> suprise was for me when I realized how easy was to adopt Away3D(I
> > > >>> never worked with it before). after 2 days the whole project was
> > > >>> switched to new engine. better material quality(engine support fp  
> > > >>> 10)
> > > >>> and even slightly better preformance. Big relief for me. But the
> > > >>> biggest suprise comes when I found how flexible Away3D was when it
> > > >>> comes to optimization possibilities. I was amazed. (it was before
> > > >>> Away3D light version been released..damm:). Low inheritance of
> > > >>> materials gives you power to customize them. I think, the result was
> > > >>> very impressive for us. you can check it out:  
> > > >>> http://www.syerit.com/think360/default.aspx
> > > >>> . I love PV3D especially for its community but with light version,
> > > >>> Prefab magic to offer, plenty of features, Away3D is really the best
> > > >>> choice for me and now main choice for our team! Alternativa..what?:)
>
> > > >>> Cheers
>
> > > >>> Pavel

Reply via email to