Server/client scene graph control
by David Stocker · in Torque Game Engine · 06/25/2007 (1:08 am) · 0 replies
Hi All,
I'm trying to come to grips with the server and client scene graphs. I'm trying to figure out in detail, how exactly the scene graphs work and if I'd be able to cleanly implement my gameplay plan in TGE, if I should migrate to TGEA or I'll have to look into doing deep coding whether I stay or migrate. The use case is stealth in a multiplayer RPG. I've devised a framework for structured stimuli. Each object has a set of stimulus emitters assigned (visual, audio, scent, etc) and the "visibility" of these stimuli is ruleset controlled.
If player A has no LOS to player B, but can "hear" him, I do not want player B in his scene graph. I prefer to play sound and possibly give textual feedback in addition (e.g. you hear footsteps at your 2 o'clock a short distance away). If player B is stealthy, I want to be able to make the appropriate skill checks before revealing him to Player A.
If I understand correctly, on the server, there is a server scene graph and an individual client scene graph for each client. The updates in the client scene graph are transmitted across the network. So, my viave guess is that I want to take some object, say player 1234 and allow it to be replicated in some client scene graphs, but not others. If this is the case, what classes are responsible for replicating portions of the server scene graph to the client and where might my entry points be?
Thanks,
Dave
I'm trying to come to grips with the server and client scene graphs. I'm trying to figure out in detail, how exactly the scene graphs work and if I'd be able to cleanly implement my gameplay plan in TGE, if I should migrate to TGEA or I'll have to look into doing deep coding whether I stay or migrate. The use case is stealth in a multiplayer RPG. I've devised a framework for structured stimuli. Each object has a set of stimulus emitters assigned (visual, audio, scent, etc) and the "visibility" of these stimuli is ruleset controlled.
If player A has no LOS to player B, but can "hear" him, I do not want player B in his scene graph. I prefer to play sound and possibly give textual feedback in addition (e.g. you hear footsteps at your 2 o'clock a short distance away). If player B is stealthy, I want to be able to make the appropriate skill checks before revealing him to Player A.
If I understand correctly, on the server, there is a server scene graph and an individual client scene graph for each client. The updates in the client scene graph are transmitted across the network. So, my viave guess is that I want to take some object, say player 1234 and allow it to be replicated in some client scene graphs, but not others. If this is the case, what classes are responsible for replicating portions of the server scene graph to the client and where might my entry points be?
Thanks,
Dave
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