Game Development Community

Hit a dummy node limit on DTS shapes.

by TerroX · in Torque Game Engine · 11/20/2006 (3:51 am) · 2 replies

I think I broke my DTS! It looked fine in Show Tool pro, but ingame some of the animation was missing - as if the linked nodes were not working.

I did some testing and removed a some useless nodes. That made extra parts of the model animate properly, so it looks like I had freed up some nodes for use elsewhere.

Am I going crazy or does this seem right?

Is there that only affects each model or does this limit affect other things in the game as well (if I had a very complex model would it cause trouble for other models?).

#1
11/21/2006 (1:47 am)
I removed enough for it to work, I now have 85 Dummy nodes and 100 geometry meshes. That can be a rough guide if you intend to make something complex. I have not tested to see if it is a Dummy or Geometry limit or both - yet.
#2
11/21/2006 (2:47 am)
TerroX,

I wouldn't be surprised if there was some sort of limit to the amount of nodes that can be animated in the DTS - most likely it is with Torque's Runtime implementation.

85 nodes seems quite a lot. Don't forget that the more nodes you have animating, the more cpu time will be used up each frame to animate the shape.
I would suggest looking into splitting up your model into seperate shape's if it is getting too clunky.

With regard to the geometry limit, there shouldn't be one. Unless of course you bump into a similar problem when animating object visibility, frame, or ifl properties.

The DTS code is relatively self-contained, so there shouldn't be any conflicts with the rest of the engine.