Game Development Community

Links to increasing the animation limit?

by Chris Cain · in Torque Game Engine · 07/23/2005 (9:42 pm) · 9 replies

I'm sorry for asking this, but I can't seem to find anything on increasing the number of animations... I thought for sure there would be a resource somewhere. I'm looking to having at least 500 different animations, and the 30 something limit isn't going to cut it.

Could anyone point me in the right direction?

The game I'm creating is going to have at least 1000 NPCs, along with a maximum of 32 players, so I'm trying to also keep the amount of data given to clients to a minimum. If it helps, I don't need it to be secure for the animations. Players can use their own animations if they want. For my game, it won't help them to try to cheat by putting their own animations :-P

#1
07/23/2005 (10:17 pm)
I believe that the ragdoll pack has source code that enabled a higher amount of animations to work over the network.
#2
07/24/2005 (5:32 am)
Wow! I never knew there was a limit on character animations. My first question when I read this was "Is that just for animations built into .DTS shapes or does it apply to .DSQ animations as well?"

But now that I've searched for the topic and read this post . . .

www.garagegames.com/mg/forums/result.thread.php?qt=8953

. . . I'm not sure what to think.

If anyone has any details on this (official or otherwise), I would be very curious what the real issue is, how it works, and how to fix it. If fixing it is out, maybe a better way to work around it. Explanations or good links, either one would be great.

I apologize if I sound clueless on this -- but the truth is that I really am. :)

Aaron E.
#3
07/24/2005 (5:50 am)
Check this thread
#4
07/24/2005 (7:07 am)
One issue I've never been very clear on - there seems to be a limit of 4 threads in simultaneous playback...

Is that per object? Per shape? Total?!

The reason I ask is, if you can four animations playing on the plyer object, and four for any mounted objects, well, that a lot of headroom really.

~Thoughts?
#5
07/24/2005 (2:31 pm)
Ah. Cool. Thanks Billy.
#6
07/24/2005 (5:10 pm)
Thank you Billy, I think that would work for me.
#7
07/25/2005 (12:13 pm)
It's per object. And it's just imposed by the Player/whathaveyou code - it's not a limitation in the underlying 3space animation code.

The limit the ragdoll pack raises is the number of DSQ animations you can bind to a DTS; it's mostly a limitation due to how the TSShapeConstructor is networked (if you try to have too many animations, you run out of space in the packet!)
#8
07/25/2005 (12:25 pm)
Ahhh - I suspected as much.

Thanks for that Ben - if I may press just a bit further - a weapon object mounted to a player object is, in and of itself, still it's own object, correct?

Basically, what I'm getting at is, if there's a limit of a 4 thread simultaneous playback per object, then in the case of the weapon mounted to the player, you'd effectively be able to playback 8 (total)?

~ Just making sure I have this straight as I'm preparing to head down that particular rabbit hole. =\
#9
07/25/2005 (5:23 pm)
Images/mounted objects track their own animation, yes.