NOTE: I am not trying to break the 2^19 UU limit.
I am wondering if its possible to seperate the world into smaller sections, possibly four sections of 2^18 UU in each dimension. This is for multiplayer, and the reason would be to "shield" the clients from having to have data for the other 4 sections- to reduce bandwidth consumption and increase client performance (less memory/ cpu usage)- I understand its easy to reduce GPU load by simply having fog or some kind of occlusion.
If that's possible, is it possible for the 2d plane to be split into 36 sections, and every player loads their one section and the 8 surrounding- making for a total of 9?
Also how is the metal destruction physics in UDK? Is it possible to activate the metal destruction physics only when its receiving damage/ is bearing a heavy load. Could tearable cloth be adapted for this use. I want metal that'll only deform when being shot/ in explosions / when it crashes into something at high speed/ when something exerts a lot of force. Is it possible for it to skip any metal deformation simulation unless the force/ damage exerted is high enough?
I am wondering if its possible to seperate the world into smaller sections, possibly four sections of 2^18 UU in each dimension. This is for multiplayer, and the reason would be to "shield" the clients from having to have data for the other 4 sections- to reduce bandwidth consumption and increase client performance (less memory/ cpu usage)- I understand its easy to reduce GPU load by simply having fog or some kind of occlusion.
If that's possible, is it possible for the 2d plane to be split into 36 sections, and every player loads their one section and the 8 surrounding- making for a total of 9?
Also how is the metal destruction physics in UDK? Is it possible to activate the metal destruction physics only when its receiving damage/ is bearing a heavy load. Could tearable cloth be adapted for this use. I want metal that'll only deform when being shot/ in explosions / when it crashes into something at high speed/ when something exerts a lot of force. Is it possible for it to skip any metal deformation simulation unless the force/ damage exerted is high enough?
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