Multiple scenegraphs in TGE
by Funky Diver · in Torque Game Engine · 08/04/2006 (10:59 am) · 7 replies
Greetings
Is it possible to have multiple scenegraphs in TGE at the same time? I know, TGB has it, it it's a different world, I guess, it doesnt have complex camera frustrum/queries.
I would like to have one rendering OS window, and two completely different game worlds rendering in it's own viewports. Is there any caveats (like singltone implementations) that will cause any problems? What about lightning and/or TLK in this scenerio?
Tnx!
Is it possible to have multiple scenegraphs in TGE at the same time? I know, TGB has it, it it's a different world, I guess, it doesnt have complex camera frustrum/queries.
I would like to have one rendering OS window, and two completely different game worlds rendering in it's own viewports. Is there any caveats (like singltone implementations) that will cause any problems? What about lightning and/or TLK in this scenerio?
Tnx!
#2
Edit: If it was me, then you probably misunderstood or I worded myself badly.
I recall commenting on such a thread, but that was about something totally different than this beast of a change.
08/05/2006 (5:40 am)
Who? There's like 4 Stefan's being active around here.Edit: If it was me, then you probably misunderstood or I worded myself badly.
I recall commenting on such a thread, but that was about something totally different than this beast of a change.
#3
I wonder if TLK will work...
08/05/2006 (11:15 am)
@Cliff: Is it similar to the client side as well? Just a variable that should be modified to a vector? What about input?I wonder if TLK will work...
#4
I've got it working on the server side in a basic "proof-of-concept" form that's working for me... but on the server side, it's not about rendering but just about having multiple missions on one server so I believe it's probably an easier change.
Regarding TLK, I don't TLK has anything to do with this.
Stefan - Yeah, it was you... I can't find the exact thread right this moment, but what you were talking about wasn't multiple scenegraphs on the client, you are correct. You were just talking about multiple missions on the server, which is indeed a very different beast. You weren't particularly forthcoming with details for reasons I previously stated, so it is obvious I misunderstood what you were suggesting.
08/05/2006 (12:59 pm)
I'm not real sure on the client side, now that you mention it.I've got it working on the server side in a basic "proof-of-concept" form that's working for me... but on the server side, it's not about rendering but just about having multiple missions on one server so I believe it's probably an easier change.
Regarding TLK, I don't TLK has anything to do with this.
Stefan - Yeah, it was you... I can't find the exact thread right this moment, but what you were talking about wasn't multiple scenegraphs on the client, you are correct. You were just talking about multiple missions on the server, which is indeed a very different beast. You weren't particularly forthcoming with details for reasons I previously stated, so it is obvious I misunderstood what you were suggesting.
#5
08/05/2006 (1:04 pm)
Cool, keep us updated :)
#6
08/05/2006 (2:09 pm)
If you don't mind me asking, then... What did you mean when you said that modifying the engine so it can handle multiple missions running simultaneously on the server only requires changing 2 lines of code in main.cpp?
#7
Of course, that wont help anyone make multiple missions on one server-instance. But I was not sure what was being discussed, server or server-instance.
I'm on IRC if you wanna talk.
08/05/2006 (2:22 pm)
I was most likely referring to multiple instances of Torque running simulatiously which is a two-line fix.Of course, that wont help anyone make multiple missions on one server-instance. But I was not sure what was being discussed, server or server-instance.
I'm on IRC if you wanna talk.
Torque Owner Cliff
I have not finished implementing this, but what I believe is necessary is to just make gServerSceneGraph into a Vector. In fact, this is my project for the weekend is to try this plan of attack out and see how it works out.
According to Stefan, the changes necessary to implement multiple missions on one server are pretty trivial as far as engine hacking goes, but the previous post about this was in a public forum so there was no code posted (of coz).