Game Development Community

Understanding Ghosts

by David Schwanke · in Torque Game Engine · 06/11/2004 (10:53 am) · 1 replies

Umm, is it correct to say that since the whole ghost concept is based out of NetObject and that NetObject seems to manage all of the 'graphical' elements of the game, Interiors, the Sun, Vehicles, Items, etc... that ghosting only applies to these things? That is objects that the client could 'see' through their field if vision?

And NOT apply to thing such as data structures and memory locations?

Of course memory is dependent on the physical machine its on, but a colleage and I were trying to figure out if the ghosting system can be used for ghosting data structures across to the client? Or are we stuck just using serverCmd and clientCmd pairs or rolling our own down deep in the C++?

Just a little confusion trying to clear up. Thanks.

#1
06/12/2004 (9:04 am)
Sure. NetObject is in the same inheritance tree as SceneObject, which is responsible for rendering, but it's not dependent on it. You could easily scope an abstract notion (like a GameType, as we do in Zap) over a netconnection.