Good point, Octavian.
Suppose I only want to send position data to players that are within a 
certain range.

For example, anyone within 100 "meters".

SharedObjects don't really give me that luxury, do they?
I may be forced to use nc.call?
Or, is there another method?

Is there a version of nc.call that does NOT require a return message?

Naicu Octavian wrote:
> >I agree with everything said here, but i must add something to defend 
> poor nc.call's :)
>
> Another thing is that with nc.call calls for the server to the clients 
> you can target specific clients. A ns.send sends the info to all 
> clients subscribed to that SO. This is a more general issue but good 
> to have in mind when one is developing a private messages feature for 
> example! :)
>
> -- 
> Naicu Octavian,
> Project Manager for AVChat
> http://www.avchat.net
>
> On 28/08/07, *Storm* <[EMAIL PROTECTED] 
> <mailto:[EMAIL PROTECTED]>> wrote:
>
>     I agree with everything said here, but i must add something to
>     defend poor nc.call's :)
>
>     SOs may have a bad behaviour in some extreme cases such as
>     updating right before disconnecting and such. I've had to change
>     some functionality from SOs to nc.calls due to this, those "few
>     bytes" of the callbacks are pretty useful to ensure that the
>     update has been really recieved. Therefor everything has its
>     place, even in a one-to-all update scenario.
>
>     Cheers
>
>
>     On 8/28/07, *Joachim Bauch* < [EMAIL PROTECTED]
>     <mailto:[EMAIL PROTECTED]>> wrote:
>
>         Dominick Accattato schrieb:
>         [...]
>         > Now, if you were talking about using the SharedObject.send
>         method, you
>         > may not need to bubble up to your application code, but your
>         still being
>         > sent to all the clients.  That being said, you should just
>         use the
>         > sharedObjects sync functionality anyway.
>
>         using so.send or SO syncs even saves you a few bytes bandwidth
>         as for
>         nc.call, the client sends back the result of the method call
>         to the
>         server (or the server back to the client) which isn't done for
>         SO events.
>         Well, just a few bytes ;) but if you have lots of calls...
>
>         Joachim
>
>
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>
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