Thanks for all of the great replies.
However...

My question is not really about the logic.
My question is about efficiency.

Is it actually more efficient to use Shared Objects in this case.
For example, I know Shared Objects can be inefficient if they are larger because the entire object is sent when any property of the object is updated.

Any input on this?
-Mike

Lenny Sorey wrote:
I would have to agree with Storm on this issue of Shared Objects.
I also would use Shared Objects. Lenny

On 8/27/07, *Storm* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote:

    I'd use shared objects for that if you ask me.

    Cheers

    On 8/25/07, *Mike* <[EMAIL PROTECTED]
    <mailto:[EMAIL PROTECTED]>> wrote:

        Is it more efficient to use SharedObjects for everything, or
        to use
        inokes on clients?

        For example, let's say I have a game with 20 users connected.
        Each user is updating their character's position in the game.

        Is SharedObject the way to go, or should I loop through every
        client and
        perform an invoke when updates are made?


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