[Opentnl-general] Persistant ghosts and bullets
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From: Benjamin D. <be...@fi...> - 2004-05-10 19:29:18
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Hello list, I'm currently trying to find my way around OpenTNL. It seems perfect for my game project, but I've basically got two questions: 1) If I understand correctly, gosts are created "on demand" on the clients. If an object falls out of scope, however, it is possible that the client-side version is deleted, right? In my game, however, each client basically knows of all the ghostable objects anyway, so deleting and reallocating seems kind of like a waste. Is there a way to avoid this, and just tell a ghost "you've fallen out of scope (at this timestamp), so forget about getting updates for now"?. Incidently, what's with the "GhostAlways" methods? They're not really documented. 2) There will be bullets / shots from one player to another, which are created at one point in the world, travel in real time, and then are destroyed. The server takes care of these, and informs the clients about creation and destruction. Since the state of each shot (time created, direction and speed of travel) don't change, I assume a NetObject / ghost is overkill. My idea wold be to implement these in a NetEvent, as a list of current create/destroy sub-events, and send them GuaranteedOnly. I may have to add my own scoping, but that's not so important now. My question is: how are other people handling such "linear unchanging objects"? Is the use of ghosts fast/convenient enough that I should consider them? Or is there another, even better way? Thanks for everyone's input! Benjamin |