Removing non-visible objects?
by Drethon · in Torque Game Builder · 11/17/2009 (5:18 pm) · 1 replies
I'm working on a project that I have in mind to simulate a large area in TGB. I'm assuming the number of objects and NPCs I'm thinking of would quickly overload most any computer just processing physics, much less full AI processing.
What I've been thinking of is anything outside of the visual area (give or take a bit) could be removed from the scene and be simulated more broadly instead of separately simulating each object.
Would those with more experience than me say adding and removing objects from the scene as they move in and out of a certain distance from the player work out well with TGB?
What I've been thinking of is anything outside of the visual area (give or take a bit) could be removed from the scene and be simulated more broadly instead of separately simulating each object.
Would those with more experience than me say adding and removing objects from the scene as they move in and out of a certain distance from the player work out well with TGB?
Milan Rancic
I would say yes. If you intend to move camera in a broad space, maybe you could generate an engine that crates "future objects" and removes "obsolete objects".
But, its just me. It depends of how large space you want to cover, and how many object you want to handle in that space. If you have less than 100-150 object, than you don't have to worry about optimization.