Large worlds
by Nmuta Jones · in Torque Game Engine · 06/23/2009 (6:08 pm) · 2 replies
I am contemplating a multi player game using TGE. I have loaded a 256 X 256 heightmap for the terrain. The game I'm planning would stretch the length of about 5 or 6 heightmap lengths. (for example, there's a crater in the middle of the map, so you could pass that same crater 5 times in this game).
I plan on having about 3 .dif interiors in each level, and some external walls. along with 5 to six enemies on each heightmap that will be following waypoints.
I also will be having 10 trees per map.
I plan to implement LOD on all models.
My question is: is this too much for a multi player game? I am going to advise players that there should be no more than 6 players per server.
Please advise. I am worried about performance hits due to the game world being this big.
But Torque is so optimized, especially if I use LOD on everything, so I hope I would be ok. Interested to hear your thoughts.
BY THE WAY, I just thought of something: the lightmaps/shadows for buildings placed on the terrain are duplicated to their identical spots in the other heightmaps. so what I am proposing may look strange or not work with lightmaps being generated for competing spots all over the terrain. Unless I decide to put all of my buildings in similar spots. And mission lighting may take forever. I'll have to think about this. Again, feedback is welcome.
I plan on having about 3 .dif interiors in each level, and some external walls. along with 5 to six enemies on each heightmap that will be following waypoints.
I also will be having 10 trees per map.
I plan to implement LOD on all models.
My question is: is this too much for a multi player game? I am going to advise players that there should be no more than 6 players per server.
Please advise. I am worried about performance hits due to the game world being this big.
But Torque is so optimized, especially if I use LOD on everything, so I hope I would be ok. Interested to hear your thoughts.
BY THE WAY, I just thought of something: the lightmaps/shadows for buildings placed on the terrain are duplicated to their identical spots in the other heightmaps. so what I am proposing may look strange or not work with lightmaps being generated for competing spots all over the terrain. Unless I decide to put all of my buildings in similar spots. And mission lighting may take forever. I'll have to think about this. Again, feedback is welcome.
About the author
Lead Developer for MediaBreeze Multimedia
Associate Rene Damm
Handling the objects you describe absolutely shouldn't be a problem for TGE assuming individual mesh data is reasonable and apparently you're also fine with TGE's landscape tiling. However, this very tiling is what creates the problem with the lightmap as objects placed on different tile spaces will all bake to the same single lightmap.
Still, if you can cope with the tiling, things should probably be fine for you.