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Rapid fire weapon bogs multiplayer down- any solution?

by Highlander · in Torque Game Engine · 05/30/2007 (11:19 pm) · 3 replies

I made an autocannon and its bogging down multiplayer. the fire rate is about 5 per sec. any ideas?

#1
05/30/2007 (11:31 pm)
Could be any number of things. Maybe the projectile is too particle intensive, or the dts is too high in poly count, or the troublesome OpenAL audio layer doesn't like playing a sound that fast. Try using a looping sound as opposed to a per shot sound and see if that helps. Try setting up the default crossbow script to fire at the same rate and see if that works any better across the network, maybe that will help isolate the problem.

The projectile code isn't as network efficient as it could be, neither is the player controller for that matter. I know others have had great successful in stripping these two areas down.
#2
05/31/2007 (2:44 am)
Bogging down as in how? Slow framerate? Overloaded network?
#3
05/31/2007 (3:20 am)
Tim - your comment about the OpenAL layer is interesting. I'm suffering freeze-ups of maybe half a second sometimes when a few sounds play at once. They're all preloaded, and the problem appears to be Windows-only. When I try firing off a sound a hundred times in a row from the console, no problem; it's only in-game the problem happens. Maybe some more testing is needed: perhaps the sounds need to be triggered at the precise same time to give the problem.