Game Development Community

question about DIF's network optimization in T3D

by Huan Li · in Torque 3D Professional · 04/30/2009 (12:53 am) · 4 replies

I have heard someone said that DIF is a deprecated format, but i don't agree with.

players in different closet DIFs won't exchange their network packs even if the two DIFs are very close but not intersect.

Those work can be noticed from the scope related engine code in tgea.

Without DIF, how to achieve the performance optimization described above?

is there some new features for Occlusion and network optimization in T3D if we discard DIF??

#1
04/30/2009 (10:02 am)
Your talking about the zoning functionality in DIFs.

In this other thread we've been disussing exposing Zone and Portal objects to the WorldEditor to allow you to build the same sort of information that DIFs do internally.

Still DIF as a format may be depreciated, but i think the CSG modeling method and concepts it brings like easy zoning will not be.
#2
04/30/2009 (7:09 pm)
I have read the thread you point to me before.
manually placed Zone and Portal will be greate, and I hope that it will also bring network optimiztion as the old DIF does.

I am making a MMO now, so network performance is very.....you know:)
#3
04/30/2009 (7:27 pm)
Oh... absolutely... for an MMO the the bandwidth savings from Zone based ghosting is huge.

Since we'll be extended the existing zone and portal system used by DIF... you should get the exact same benifits.
#4
04/30/2009 (7:45 pm)
Quote:Since we'll be extending the existing zone and portal system used by DIF


Do this statement clarify the DTS mesh with 'zone' shape at export idea? OR more meaning to expect the same function as DIF zone and portal?