[X3D-Public] games > state carryover on anchor between scenes

Christoph Valentin christoph.valentin at gmx.at
Tue Oct 15 09:16:35 PDT 2013



> Gesendet: Dienstag, 15. Oktober 2013 um 14:57 Uhr
> Von: "doug sanden" <highaspirations at hotmail.com>
> An: "x3d-public at web3d.org" <x3d-public at web3d.org>
> Betreff: [X3D-Public]  games > state carryover on anchor between scenes
>
> > Yes it could be fun for games! If you anchor between rooms or  
> > indoor/outdoor scenes all those scenes can be be parsed separately as  
> > needed. Which may render faster depending on viewer. 
> 
> > > The idea of bundling resources in a zip file is common in game engines 
> > > (especially useful to distribute game mods), and as I'm implementing a 
> > > game engine using X3D --- it would be cool if it would be just a 
> > > standard X3D feature :) 
> > > 
> 
> Q. for multi-scene games, how / where is game state -such as scoring, level, persona- carried over to subsequent scenes after an Anchor? Is there an SAI field on the Browser that can be set with (name,value) pairs from Script nodes/javascript, and if so which field(s)? Or is there another paradigm?

[Christoph:] You could load one "master scene" by the Web3D browser, add modules/levels (whatever you call them) dynamically using the method Browser.createVrmlFromUrl() as children of a grouping node. Then you could store your state in the "master scene". You would need to define an interface between the "master scene" and your modules/levels

Do not know whether to call this a "paradigm", it's just a possibility, and it needs more scripting than a simple anchor.


> 
> Thanks,
> Doug 		 	   		  
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