Is This True???
by Ryan Zec · in Torque Game Engine · 09/13/2003 (4:10 pm) · 5 replies
Is this true for the lastest head of Torque
The only problem with the torque engine is that the ghosted objects limit is 1024, And that can't be raised. By ghosted objects I mean the number of objects a server/client can have in the game at onc. ???
I read it somewhere.
The only problem with the torque engine is that the ghosted objects limit is 1024, And that can't be raised. By ghosted objects I mean the number of objects a server/client can have in the game at onc. ???
I read it somewhere.
About the author
#2
While we're on the subject, I came across something quite interesting once whilst playing "Giants: Citizen Kabuto". During a particularly heavy session it bailed and told me that the maximum object limit has been reached and couldn't continue. Yes, it was 1024 objects.
If this awesome game can ship with this problem then I'm sure it's good enough for other projects. :)
- Melv.
09/14/2003 (12:23 am)
... and to further what Ben said; 1024 objects is an awful lot of objects to contain in a game simulation for most genres but there may be a genre or game content that needs more in some cases but I suspect for now that they are the exception to the rule.While we're on the subject, I came across something quite interesting once whilst playing "Giants: Citizen Kabuto". During a particularly heavy session it bailed and told me that the maximum object limit has been reached and couldn't continue. Yes, it was 1024 objects.
If this awesome game can ship with this problem then I'm sure it's good enough for other projects. :)
- Melv.
#3
09/14/2003 (2:01 am)
Giants shipped with many many more problems than that lol. But yes it is still an extremely fun game.
#4
I pick up Giants every 6-8 months and play it all the way through and I enjoy it everytime, bugs 'n' all. :)
- Melv.
09/14/2003 (2:20 am)
Blake,I pick up Giants every 6-8 months and play it all the way through and I enjoy it everytime, bugs 'n' all. :)
- Melv.
#5
So each client has its own set of visible objects, which can be (currently) a max size of 1024. This is actually pretty high; the only things I've run into that have had problems with this have been things like the Tribes2 construction mods that made lots of extra objects.
And in that case, since most of the objects aren't moving, you could optimize using NetEvents instead of ghosting...
09/14/2003 (11:15 am)
Mind you also that the 1024 limit is "objects visible to any given client". The game will not crash if you try to exceed this limit AFAIK, just refuse to give more objects to the client.So each client has its own set of visible objects, which can be (currently) a max size of 1024. This is actually pretty high; the only things I've run into that have had problems with this have been things like the Tribes2 construction mods that made lots of extra objects.
And in that case, since most of the objects aren't moving, you could optimize using NetEvents instead of ghosting...
Associate Kyle Carter
Of course it can be raised. You have the source! There are no limits you can't modify with sufficient effort here. :)