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Building separate scenes for individual clients

by Michael Boxleiter · in Torque Game Engine · 08/16/2006 (2:04 pm) · 2 replies

Hey guys,

I'm still learning a lot about Torque every day, but I can't seem to find a clear explination of how exactly the scene is handled and sent to the client. What I want to do is be able to represent totally different scenes to each client connected to the server, so maybe one client could be viewing and manipulating two shapes floating in a void and then another client could be selecting between about a hundred shapes floating around, but neither client would see what the other one is working with. I have thought of actually just putting all the objects in different areas and blocking them off from each other, but I wanted to ask you all what might be a better way to do it.

Initially I thought I could just load objects into separate scenes for different clients but now it seems, and maybe this is obvious to everyone else, that each client has to be using the same scene and hiding an object for one client will hide that object for all clients.

The only solution I can think of for this problem is to make an interior dts which has a bunch of separated rooms which will occlude the objects each client is viewing, and then each cient will just have its camera sent to the correct room where they can manipulate the objects within.

I hope this isn't too confusing... I'm not even sure what I'm talking about.

Thanks for any help.

#1
08/16/2006 (2:22 pm)
There are a few methods I can think of to handle this case.

first would be, can these all just be client objects?

then if it is client side your approach would perhaps be simplified.
but this really does depend on what these objects responsabilities are.

the next would be, since you dont need to ever see the other player, you can probably use the scopable feature to handle this.
you can either scope objects only for certian clients, or you could simply have each client in a position where it is not feasible to get the other clients objects into your scope.

also your idea seems like it would work as well.
but you would be on a fixed plan of action for the clients n such.

(how many rooms how many clients, which client which room....)

just a couple idea's.
I'm sure others can come up with more.
#2
08/16/2006 (2:32 pm)
What I really want to do is just have data representation of my game be on the server, stuff not really connected to objects directly, and the server would then tell the clients what objects to add to a client-side scene. I want to make a game which has multiple levels of operation with increasing levels of detail when the player "zooms in". If there is a way to have each client have his own set of objects which would not interfere with other clients, than that'd be ideal.

And the whole room idea I had would really just be a hack, I'm positive there is a better way than that.