Game Development Community

More mounted images

by Daniel Buckmaster · in Torque Game Engine · 12/16/2008 (5:19 am) · 5 replies

Derk Adams' more mounted images resource seems to work for many people. However, Gary Preston had some objections which weren't really answered. According to him, the image update mask wouldn't get cleared and the next time you updated a different image, you'd be sending both images instead of just the one that was updated. Are these conclusions valid? It seems that the resource worked for people, so wasted bandwidth seems the only cost, and possibly the initial update being inaccurate.

Looking into collapseDirtyList... it seems there are lots of things going on with masks that are much more complex than setting or clearing the bits.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
12/18/2008 (1:11 pm)
Would there be a significant performance hit from making NetObject's mask bits a U64 instead of a U32? That way, it would be posible to simply have a mask for every image, and not use up all the bits.
#2
12/29/2008 (9:34 pm)
Upping the mask bits shouldn't be a problem, except you'll be sending an extra 4 bits on each update for every object; this can add up depending on your game. If you only have a few, highly complex objects, no problem. If you have a few thousand little objects, ouch.

Just for reference, [url="http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6723"]this[/url] is the resource you're refering to, right? I use it in my game as well.
#3
01/06/2009 (9:52 am)
Link doesn't seem to work for me :P
That's a shame... I was intending to have quite a few game objects, so maybe that's not such a good idea :P.
#5
01/07/2009 (9:01 am)
Thanks :). Yep, that was the one I meant.