ActivateGhosting and object streaming
by Dave Young · in Torque Game Engine · 07/09/2007 (11:21 am) · 61 replies
Yes, this is a ghosting question!
After reading through a great many posts on ghosting, and TDN articles, I thought I had my brain wrapped around ghosting and scoping.
So I began to dig into the engine in an attempt to research more to try and get some form of object streaming in.
*Assumption* Reading through the TDN and forum posts about ghosting, it seemed like onCameraScopeQuery was where it was decided which objects to scope/ghost, and thus theoretically there was no need to worry about object streaming, as they wouldnt get ghosted to the client unless they were determined to be in scope.
Yet when I was looking into void NetConnection::activateGhosting(), I can see that every object is put into scope if it is ghostable at all, seemingly ignoring other scoping rules. I was wondering about this as it seems to decrease mission loading speeds, especially if there are a lot of objects. I tested it by putting an object on the far edge of a terrain and seeing if it got unpacked as a ghost in the ghosting process, which it did.
I was hoping that it would get sent down as I moved towards it, but it got sent down in mission load instead.
Thoughts?
Goals:
Decrease mission loading time on an object heavy server (like a large TGEA map)
After reading through a great many posts on ghosting, and TDN articles, I thought I had my brain wrapped around ghosting and scoping.
So I began to dig into the engine in an attempt to research more to try and get some form of object streaming in.
*Assumption* Reading through the TDN and forum posts about ghosting, it seemed like onCameraScopeQuery was where it was decided which objects to scope/ghost, and thus theoretically there was no need to worry about object streaming, as they wouldnt get ghosted to the client unless they were determined to be in scope.
Yet when I was looking into void NetConnection::activateGhosting(), I can see that every object is put into scope if it is ghostable at all, seemingly ignoring other scoping rules. I was wondering about this as it seems to decrease mission loading speeds, especially if there are a lot of objects. I tested it by putting an object on the far edge of a terrain and seeing if it got unpacked as a ghost in the ghosting process, which it did.
I was hoping that it would get sent down as I moved towards it, but it got sent down in mission load instead.
Thoughts?
Goals:
Decrease mission loading time on an object heavy server (like a large TGEA map)
Torque 3D Owner Dave Young
Dave Young Games