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Delay when creating a TSStatic...

by University of Central FL (#0003) · in Torque Game Engine · 06/01/2006 (3:34 pm) · 1 replies

Hello,

I am programming a blob character who can shoot pieces of himself. I use the inventory/weapon system that is built in to torque since the blob can fire other objects as well and I thought this would work.

When he shoots a piece of himself, I create a TSStatic at the point that the fired projectile hits. To clarify, in the onCollision of the PieceOfBlobProjectile, I do the following:

function PieceOfBlobProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{   
    // create a new torque logo ts static shape at the location of the collision
    %splat = new TSStatic()
    {
        shapeName = "~/data/shapes/PieceOfBlob/splat.dts";
        position = %pos;
    };

    // schedule the object to be deleted
    schedule( 3000, 0, deleteSplat, %splat );

...

}

That way it looks like the blob has fired a piece of himself, and the piece remains when it hits the ground.

Unfortunately there is a significant delay between the onCollision event and the creation of the TSStatic, at least a second. This is very jarring, and looks pretty bad.

Does anyone know why the delay is there, or a way I can get rid of it?

Thanks in advance.

#1
06/01/2006 (3:45 pm)
Check your console log for missing textures. it does a pretty thurough search for missing textures that creates delays. other things that cause long delays are complicated collision meshes.