Game Development Community

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)
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#61
07/13/2007 (11:42 am)
I hadn't implemented it, but I was planning on md5file the local cache file and matching it against some server value.
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