Game Development Community

Mission File / Interior Instance Limit?

by David Lu · in Torque Game Engine · 02/26/2004 (11:49 am) · 4 replies

Hi everyone,

I'm new to Torque, and apologise if this is a silly q. Is there an upper limit to the size of a mission file, or number of interior instances a mission file contains?

I am dynamically writing .mis files from another application; my end goal is to produce a series of labyrinths made out of cubes. At the moment, I am using one of the sample buildings that ship with the tutorial.base game as my cube. My test mission file has something like 1000+ cubes (InteriorInstances) in it.

Torque seems to not like this many. I've tried smaller numbers, and have found that the engine will start, but only very slowly. The smaller numbers also do not yield a satisfying resolution of labyrinth.

Is there a better way to make maze type things in Torque? Many thanks in advance to those who reply.

Best,
David

About the author

Recent Threads


#1
02/26/2004 (1:43 pm)
Yes. Have your generator export a .map file, then run that through map2dif.

You really want to have the minimal number of "in-game" objects possible, but you can make them fairly complex if you want.

If you can get your generator to set up portals, your interior should perform very well.
#2
02/26/2004 (2:06 pm)
Orrrr... I could think of another way. Have your generator scale the "cube" along one of the X or Y axis. Instead of using say 8 cubes in the Y direction, use 1 "cube" that is scaled 8 times its size in the Y direction.

It's an interesting idea. Something that BSP and Portal engines haven't really exploited -- reconfigurable maps. I've always wanted to see if it would be possible to contruct entire levels on the fly. From the terrain to houses and buildings, to trees and shrubbery. With something like Beffy's AI, it would make for a plethora of possible variations within a single game.

- Brett
#3
02/26/2004 (2:18 pm)
SOF2 comes pretty close...
#4
02/26/2004 (6:23 pm)
My own experiences have shown that sceneobject (which interiors are derived from) has a bit of an overhead. I spent a while trying to get one sceneobject spawn and register a 1000 or so other sceneobjects and performance was abysmal. I moved them all into the parent class and handled it from there and got a *huge* speed increase. I would just write a single class that handles the positioning and rendering of all of those cubes as one sceneobject...a simplified and specialized interior.

This could help to get you started.