Couple of questions about ghosting and control objects
by Raj Sharma · in Torque Developer Network · 07/16/2007 (2:32 pm) · 0 replies
Hi,
I have been working with Torque for 2-3 weeks now and I'm starting to wrap my head around it, but there are a couple of things which are throwing me in a loop. Any help would be appreciated!
1. How can I spawn 16 ghostable objects and have them all appear on the client's screen at the exact same time? I've got a class derived from ShapeBase, but when I try to create 16 of them on the server, I see them appearing on the client, but there is a small delay between the creation of each one.
I believe this is happening because Torque reserves a separate packet for each ghosted object (which is handled by NetConnection::ghostReadPacket, I think). So, 16 packets are getting sent and not arriving at the same time. Is there any good workaround for this?
2. I'm trying to make my game so it can be played multiplayer over the internet, or with 4 controllers hooked up to the same machine.
What's confusing me is that (as far as I know) there is only one client per executable, and one control object per client. So, how is it possible to support multiple controllers- maybe input from all of them can be somehow packed into a single move struct?
Thanks very much,
Raj
I have been working with Torque for 2-3 weeks now and I'm starting to wrap my head around it, but there are a couple of things which are throwing me in a loop. Any help would be appreciated!
1. How can I spawn 16 ghostable objects and have them all appear on the client's screen at the exact same time? I've got a class derived from ShapeBase, but when I try to create 16 of them on the server, I see them appearing on the client, but there is a small delay between the creation of each one.
I believe this is happening because Torque reserves a separate packet for each ghosted object (which is handled by NetConnection::ghostReadPacket, I think). So, 16 packets are getting sent and not arriving at the same time. Is there any good workaround for this?
2. I'm trying to make my game so it can be played multiplayer over the internet, or with 4 controllers hooked up to the same machine.
What's confusing me is that (as far as I know) there is only one client per executable, and one control object per client. So, how is it possible to support multiple controllers- maybe input from all of them can be somehow packed into a single move struct?
Thanks very much,
Raj
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