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Exceeded maximum number of datablocks with Forest Editor

by Kevin Mitchell · in Torque 3D Professional · 02/06/2011 (2:16 am) · 23 replies

So I just converted 3 packs into brushes. And now I get this error. Should these items even be considered datablocks since they are not used in the scene yet? And not every board will have every element that's in the brushes. I have trees flowers, rocks, etc in there though they are needed for various boards shouldn't this been datablock by usage instead of datablock by define?
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#21
02/07/2011 (2:57 am)
Well I tried moving the load to a custom function, and removing the massive datablock load at the start mission removes all of the objects from the forest object. So even trying to link this to the editor loader fails because all of the forest objects are created from said datablock loads.

... QQ

#22
02/07/2011 (4:33 am)
T3D needs a better resource loading.
Almost every one pro engine on the market is using loading with a separate thread.When you have 20k objects,you don't have to wait 2 minutes, you load some of them near the camera,runtime you load the rest without a lag.This is what Unity uses and it is a great approach.
When you build a game with complex scenes,this is a must have option.
Also when you create items,explosions,etc..,you don't waste resources on the main thread,the whole rendering is more smooth.
#23
02/07/2011 (5:39 am)
It could also do with caching datablocks and only sending changed ones, there have been some efforts into that (I believe AFX does it) plus there are some threads here where guys have worked on it.

Orion Elenzil and Tim McClaren I think did loads on it for vSide if memory is right the main issue they found was that items without default values would initialize to random crap so all those had to be hunted down. I think they also did some work on loading up small version of textures to start with then replacing with hi-res version once the player was in game.

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