The code comment lists it as "time", but does not specify seconds. However, I'd guesstimate it at least 99.9999% likely that it is in fact seconds, give or take 0.00001%.
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What about vehicle wrecks not disappearing?
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Why are people so concerned with lag? I remember reading about the benefits of using static meshes in games and the reason basically is that; using a static mesh means that the mesh only has to be loaded once and can be used millions of times with no additional overhead.
Ok so this would apply to things like pieces of the world, actual "static" meshes rather than animated meshes with code attached. But it should not really be too hard to turn your heavy coded animated vehicle into a shell static mesh and transfer the coded section over to one small "daemon" that controls the destruction of the meshes?
For example how about (so that you can have millions of dead vehicles without lag) when a vehicle dies it gets replaced with a static mesh (thus only need to load each dead vehicle once) and that mesh is uniquely identified and added to an array in some 'dead vehicle' code. This code can check what vehicles are on the field and do whatever needs to be done. I know this could limit some of the great features you suggest but it would also make it much more acceptable for online play etc.
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