There's a Shockwave issue with more recent AMD processors.
This sounds
similar to the symptoms your describing.
The problem happens when the thread running shockwave player
in the browser
switches from one processor to another. This actually
happens quite
frequently on a dual core system. The player gets the system
time stamp at
one frame, the player's thread is switched to the different
processor by the
OS, then on the next frame when it takes the time stamp
again it comes up
with a completely invalid time since each core has it's own
clock and they
aren't in sync.
Here's an 'easy' way to tell if you're having the problem:
while the browser
is running open the task manager. In the processes view find
the process for
the browser. Right click to get the context menu. Choose the
Set Affinity.
command. When you set the affinity for a process the
process' threads will
only run on the CPUs you specify. Unselect all the CPUs from
the list except
for one. Click okay and the player should now be displaying
the movie
correctly. If it is, there's a fix available at AMD which
allows the player
to work, without setting the affinity for the browser's
process all the
time.
On the AMD site, under Utilities & Drivers, AMD Athlon
64/FX Processors.
AMD Athlon 64 X2 dual core processor Utilities and Updates,
AMD Dual-Core
Optimizer
(http://www.amd.com/us-en/Processors/TechnicalResources/0
,,30_182_871_13118,00.html).
If you read the description you see that it fixes programs
which try and use
the CPU clock (which there are two of) to use the memory
clock (which there
is only one of).
Gene Endrody
MaidMarian.com
----- Original Message -----
From: "Barry Swan" <gerbil theburrow.co.uk>
To: "Director - Shockwave - and Flash Game
Production"
<dirgames-l nuttybar.drama.uga.edu>
Sent: Wednesday, March 07, 2007 2:26 PM
Subject: Re: [dirGames-L] vibrating models (was shockwave 3d
and bsp trees)
>> Is that similar to what you're experiencing?
>
> I don't think so. What would happen with mine was all
the models that
> aren't in the initial world are set up then
removefromworld()-ed, and
> their bonesplayers paused (ok so now I know this was
not really achieving
> what I wanted!).
> When the player moves from location to location, I add
and remove all the
> required models.
>
> The weirdness was that any animated model that was not
in the intial world
> would, start vibrating vertically, with the degree of
vibration building
> up over time (to start with it's invisible, but if you
play the game for 5
> minutes or so it eventually becomes very noticable).
> For some unknown reason the animated models in the
outside bit remained
> fine, even though they went through the same add /
remove routines as
> everywhere else.
>
> 'Tis strange indeed.
>
> Barry
> gerbil theburrow.co.uk
> _______________________________________________
> dirGames-L mailing list - dirGames-L nuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
>
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