Seamless World Loading
by Andrew Phillips · in Torque Game Engine · 08/28/2004 (10:24 pm) · 5 replies
How difficult would it be to implement a system of loading into the Torque engine that would detect when the player was nearing the edge of a map and link the player to a corresponding map? So in effect, the world would be seamless with the exception of load times between the maps.
Expanding on that, would it also be possible to have the engine dynamically load all maps adjacent to the current one without having too much of an effect on performance?
Expanding on that, would it also be possible to have the engine dynamically load all maps adjacent to the current one without having too much of an effect on performance?
#2
08/29/2004 (2:19 am)
There are numerous threads about this already, with alot of discussion and tips on how you could pull it off, I suggest you search the forum and find those, they are a great read if you're interested in Seamless World Loading and whatnot.
#3
a) technically proficient at c++ development
b) intimate with the internals of Torque
c) not just starting out with Torque
08/29/2004 (7:37 am)
I think this needs clarification. This will be easier if you are:a) technically proficient at c++ development
b) intimate with the internals of Torque
c) not just starting out with Torque
#5
Well Andrew, if you look how the scripts are working and play around a bit with connections and triggers, you will be able to make a basic zoning enviorment.
08/29/2004 (8:28 am)
Bah! Gonzo is correct, excuse my ignorance.Well Andrew, if you look how the scripts are working and play around a bit with connections and triggers, you will be able to make a basic zoning enviorment.
Torque Owner Dylan Sale
Dynamically loading maps is a different beast altogether. Some have attempted it, but I dont know their results...