MissionMarker and SpawnSphere - should they be ShapeBases?
by Daniel Buckmaster · in Torque 3D Professional · 11/09/2014 (2:16 pm) · 5 replies
Just realised that SpawnSphere and MissionMarker are descendents of ShapeBase. Should this be the case? On the one hand, it's ridiculous, and gives them the ability to animate and mount images. On the other hand, some users, like the UAISK, make use of the ability to have spawn markers that have a shape (i.e., the shape of the datablock you're spawning from it).
I would be in favour of making them custom SceneObjects which just render in the editor. A possible intermediate solution would be to make them descendents of TSStatic instead.
Issue, which I closed because it was silly.
I would be in favour of making them custom SceneObjects which just render in the editor. A possible intermediate solution would be to make them descendents of TSStatic instead.
Issue, which I closed because it was silly.
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
11/10/2014 (5:12 am)
I also think that it is not harmful, but on the contrary, if you use it wisely, you can get a lot of benefits, there is no point in wasting time and energy here to make it change, there is a lot more than seriously, things that require time and attention ...
#3
In fact, I can actually see a point for leaving them as they are. Rare as it would be but, you may want to track them as objects in very specific situations.
Ron
11/10/2014 (11:16 am)
Do these use additional resources? Not from what I have been able to see. I agree with these guys, No harm, No foul. This is a minor issue and by all means NOT a priority to fix. In fact, I can actually see a point for leaving them as they are. Rare as it would be but, you may want to track them as objects in very specific situations.
Ron
#4
Still shouldn't be too nasty, though I'll report back on what creating and saving three dozen of them does to performance if you all like.
11/10/2014 (3:03 pm)
I was thinking of using them quite heavily for saving NPC positions - just create a spawn point with the NPC info on it at the NPC's location and save the mission; on mission load, your NPCs all spawn and remove their spawn points....Still shouldn't be too nasty, though I'll report back on what creating and saving three dozen of them does to performance if you all like.
#5
11/10/2014 (9:28 pm)
Would say barring situations like Richard's, save it for E/C. Seems like the kind of thing that'll be pared down as a mater of course.
Torque Owner Richard Ranft
Roostertail Games
I agree - it is one of those things that shouldn't be. So what? Why spend effort here when there are a hundred better things to spend effort on?