Game Development Community

Increase the number of animations per shape to 1023 ?

by Orion Elenzil · in Torque Game Engine · 12/03/2008 (6:30 pm) · 3 replies

Has anyone increased the number of animations per player beyond 511 ?

i had no problem bumping NumSequenceBits and ActionAnimBits up to 9,
but going to 10 is causing some problems.

now, this is with a pretty radically altered codebase, so it may be our own special mess, but i wondered if there was some wisdom out there.

is it possible that the DTS format itself assumes a max of 511 ?

#1
12/03/2008 (7:05 pm)
The problem is the way shape constructor's send animation data over the network. All the data needs to fit in a single update.

Ideally, you should find a way to define animations client-side.
#2
12/03/2008 (7:10 pm)
Hey Peter, thanks for the reply.

yes... we've sort of done away with ShapeConstructor entirely,
and indeed have a client-side file which lists all the animations.
it's all working fine for N < 512, but doubling it one more time screws stuff up.

more specifically, the member variable shape in shapeBase is NULL resulting in NULL shape being passed to TSShapeInstance::buildInstanceData().

it's probably our own special mess at this point.

thanks again!
#3
12/04/2008 (11:46 am)
This turned out to be just me being a blockhead.
we cache datablocks & mission objects on the client,
and i just didn't clear the cache after making this change.

so: nothing special about the 511 -> 1023 transition.

thanks again Peter.