Author Topic: Large Scenes, can TNet handle them?  (Read 1748 times)

SeanP

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Large Scenes, can TNet handle them?
« on: May 26, 2014, 10:48:57 AM »
In my game, the player can travel space and go in between planets, in order to facilitate this sense of scale we use a floating origin reset system, that once the player reaches 999 units in any axis away from 0,0,0 it resets the player to 0,0,0, This is not noticeable by the player. My question is, is there any way we get TNet to work with this system? if players are more than 1000 units away from each other their movements do not need to be tracked perceptively. but when they get closer to each other they will need to be.

As it is now the entirety of the game space, is in a single scene. The main menu, load screen, and stations are individual scenes.

ArenMook

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Re: Large Scenes, can TNet handle them?
« Reply #1 on: May 27, 2014, 12:15:52 AM »
Tricky. It's ideally done via one of those theoretical features on TNet's roadmap -- subscribable regions. Basically like channels, but you can join / leave them at will, and as many as you like.

Without that... I'd say do it like KSP's KMP mod. When two ships are in close proximity, make them be in the same "region" in space -- meaning they will be relative to some common origin point (center) rather than your fixed 1000 unit grid. So you'll still be joining a channel, just with no level name to load, keeping your current state, and only synchronizing via RFCs.

SeanP

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Re: Large Scenes, can TNet handle them?
« Reply #2 on: May 27, 2014, 08:25:52 AM »
Thanks, when we get to working on this, in a couple months I am sure I will be back asking more questions. If you have any reference about this kind of thing that you can point us to, that would be great.