I am trying to have a large working forest. Maybe 1-2 thousand trees. When a player cuts a tree down, it needs to stay down when new players join. I can do this on a small scale by adding an individual tnobject to each tree and making an RFC call.
For a few thousand trees is this the best way? My game streams, so by doing it this way some of the trees aren't loaded up yet. So many of the tnobject numbers conflict. I can write each individual tno id down and assign it individually so they don't conflict, but that seems so tedious to do for a few thousand trees.
Would you have a suggestion on how I could implement a large forest in a game that streams? Maybe a tree manager per level/scene with only one tnobject? Curiously, does a large amount of tnobjects in scene effect performance? Sometimes tnmanager.udpate has some crazy spikes or takes the up the most amount of cpu usage in the profiler.
I have 50 scenes that can potentially stream in when a player moves across the map.
Thanks for any suggestions.