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

Dave A dave at realmofconcepts.com
Tue Oct 15 11:19:26 PDT 2013


Fwiwthis is how I have done it (orby loading inlines etc.). Using protos and scripts.

Christoph Valentin <christoph.valentin at gmx.at> wrote:
>
>
>> 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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>
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