Ghosts
by Norm35 · in Torque Game Engine · 03/17/2005 (5:48 pm) · 3 replies
Bear with me on this, I am not sure how to structure the question.
When I began learning about Torque, I ran into references to ghosts.
"Ghosts" , I thought, this sounds like something to get back to after I learn more about the real parts of Torque.
Well, it looks like the time has arrived; I am getting error messages about ghosts and I haven't intentionally introduced any ghosts into my game.
I have spent the last hour or so searching the site and the web in general for information on ghosts as they relate to Torque. Frankly, I am more confused than I was when I began.
There seem to be a variety of ghosts.
Some are part of the game (an apparition that is part of the scenery).
I have also found inferences that make me wonder of there is a type that has something to do with networking.
Other comments imply that they are a necessary part of Torque but maybe for some other reason entirely.
Most of the technical references to ghosts seem to assume that the reader already knows all about them and are merely making some brief observation about them.l
Can someone refer me to an article(s) that explains what they are and what they are used for and/or why they are necessary in Torque?
Thanks,
Norm
When I began learning about Torque, I ran into references to ghosts.
"Ghosts" , I thought, this sounds like something to get back to after I learn more about the real parts of Torque.
Well, it looks like the time has arrived; I am getting error messages about ghosts and I haven't intentionally introduced any ghosts into my game.
I have spent the last hour or so searching the site and the web in general for information on ghosts as they relate to Torque. Frankly, I am more confused than I was when I began.
There seem to be a variety of ghosts.
Some are part of the game (an apparition that is part of the scenery).
I have also found inferences that make me wonder of there is a type that has something to do with networking.
Other comments imply that they are a necessary part of Torque but maybe for some other reason entirely.
Most of the technical references to ghosts seem to assume that the reader already knows all about them and are merely making some brief observation about them.l
Can someone refer me to an article(s) that explains what they are and what they are used for and/or why they are necessary in Torque?
Thanks,
Norm
#2
03/17/2005 (6:10 pm)
Ghosts are client-side copies of game objects. See the NetObject documentation for more information, as well as the OpenTNL docs. (www.opentnl.org)
#3
WOW!
Talk about a man of few words but those words are pure gold.
I followed your references and came up with a ton of stuff.
Thank you very much.
Orion,
Thanks for the input; looks like you were on the mark,
I will be busy for the next day or so, studying this material and then debugging those error messages.
Norm
03/17/2005 (6:50 pm)
Ben,WOW!
Talk about a man of few words but those words are pure gold.
I followed your references and came up with a ton of stuff.
Thank you very much.
Orion,
Thanks for the input; looks like you were on the mark,
I will be busy for the next day or so, studying this material and then debugging those error messages.
Norm
Associate Orion Elenzil
Real Life Plus
they seemed to be something so well understood by everyone
that nobody ever said what they are.
since i don't really have a good grasp on them,
hopefully someone smarter will explain them better.
basically they're all about networking.
i *think* all there is to it is that the ghost is the
instance of an object (player, projectile etc) on the Client side,
which due to network lag etc, may not be at exactly the same position as the authoritative version of the object on the server.
i don't want to say anything more than that 'cause i'll probably be misleading.