24.01.2012, 18:50
Quote:
no. NO!!! keep it up, goddammit! a collapsing building can be scripted, you just need to limit the entire building to contain just a few hundret objects. players will desync most prolly at 500-900 objects. this is the case each time i test the fireworks, which creates upto 500 (mainly particles) objects, moving them each 75 ms, and as soon it starts to lag (client, not server - maybe due to bandwidth usage or the mentioned object limit?), the player will need to reconnect. concerning this, i simply added a max_objects limit for the fireworks, and now it runs even while the object editor is loaded aswell. slightly offtopic atm, but now you will understand that even a mapped skyscraper can be moved downhill, moving each object on its own dynamic path, like a rocket slowly falling down (fake gravity added to the vertical velocity)...
just keep in mind to start with a few objects, watch the cpu-usage - as long as everything works, raise the objects amount up, until players start to complain about lag/dsync/crashes. oh btw: may i ask how you intented to animate the objects, and how to make sure they wont move into eachother? a 20 floored skyscraper would leave a pretty large pile of concrete, do you want players to be able to (re)move each object, like a mission for cleaning up? |