Modeling restriction for multiplayer or mmo games (T3D)
by Yadhi Aditya P · in Torque 3D Professional · 02/17/2010 (2:20 am) · 3 replies
I work as modeler for our mmo project. For single player game I usually build my level with lot of tiny part, so i can duplicate them in editor and build several custom building with them.
Now the question is how Torque3D works:
1. Does T3D support mesh instance to make rendering faster on BL or even AL with advance shadow?
2. Will it has effect such as heavy network traffic? I don't planning to use any LOD because our game level it self is only 50-50m.
example :
1 mesh dts (2.625 tris) or 30 same mesh dts (426 tris) with different location and size

If you have any suggestion about this.
Thanks.
Now the question is how Torque3D works:
1. Does T3D support mesh instance to make rendering faster on BL or even AL with advance shadow?
2. Will it has effect such as heavy network traffic? I don't planning to use any LOD because our game level it self is only 50-50m.
example :
1 mesh dts (2.625 tris) or 30 same mesh dts (426 tris) with different location and size

If you have any suggestion about this.
Thanks.
About the author
#2
Might want to be asking whomever you are working with what their target audience is because it really changes the math. If you are making small areas like you said than you might not be cramming that much into an area anyway.
02/17/2010 (10:38 am)
Also, it really depends on your target audience as well. If you are making a AAA style MMORPG your low end market is going to be much higher than if you are trying to build a casual 3D MMORPG (you probably want GMA 950 and better at that market). The deal with network traffic has more to do with an object moving or sending some kind of updates. If the object is static at best you will be spending some datablocks over perhaps depending on the setup.Might want to be asking whomever you are working with what their target audience is because it really changes the math. If you are making small areas like you said than you might not be cramming that much into an area anyway.
#3
Marc, you said static model like wall, lamp, and all model that not dynamic doesn't "uncalculatable" to the network? wow I always taught that even building was send information when multiple player see them. Thank you for your answer.
Joshua, from your answer I'm guessing that we need to gather all static in one datablocks?
Our Target audience is people that have GF7x+. I'm thinking to switch to BL, the lightmaps works like charm in BL, but the downside is the player doesn't affect by them. player model is still affected by sunlight and doesn't get dark as it suppose to like TGE lightmaps does.
02/20/2010 (8:23 am)
So 1 Big Mesh is better right? What about when the mesh it self has lot of detail and I'm using AL?. I set my shadow distance to 22, so the player can still see the shadow but not all the mesh, but the performance still poor, 9600GT doesn't feel a thing, but in 8500? lets say it's a bit lag.Marc, you said static model like wall, lamp, and all model that not dynamic doesn't "uncalculatable" to the network? wow I always taught that even building was send information when multiple player see them. Thank you for your answer.
Joshua, from your answer I'm guessing that we need to gather all static in one datablocks?
Our Target audience is people that have GF7x+. I'm thinking to switch to BL, the lightmaps works like charm in BL, but the downside is the player doesn't affect by them. player model is still affected by sunlight and doesn't get dark as it suppose to like TGE lightmaps does.
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
30 surfaces are much worse than a single surface especially if the surface has that little polygons.
you would have to worry if you were in the 30k+ range on a static object basically, and even then primary because you would have "lots thats rendered although not in view", not due to the actual polygon amount itself :)
On MMO / MP games, modelling restrictions normally apply to the dynamic aspects, that means vehicles, players, "large scale effects", as they are "uncalculatable" due to the dynamics of the world, so you try to optimize them to their best, potentially including scaling the assets depending on the situation (spell effects for example or hooking up possibilities to enforce earlier lod level switches if there is too much going on / shorter camera view ranges if the environment allows it)