Blockland Forums > Suggestions & Requests
Brick limit
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Demian:

--- Quote from: Bisjac on March 06, 2010, 12:27:36 PM ---128k is enough bricks for 1 or 2 large builds together.
but if i want those on a massive built landscape im screwed.

hell i would landscape up 128k land, then begin building a 100k castle on it.
then another 100k town for it.

--- End quote ---
True. What I'm planning is a city. Five of the major houses in the city will take ~100k bricks alone. Add a nice 60k brick mine and forest and whoopsie loving doo you hit the brick limit. I still need to build the actual city. 5 buildings are hardly a city.

--- Quote from: Anybody on March 06, 2010, 12:29:23 PM ---pictures of you unfinnishd 20k brick build

--- End quote ---
Maybe later.
Anybody:

--- Quote from: Demian on March 06, 2010, 01:49:21 PM ---Maybe later.

--- End quote ---

when you've made one, rite?
Demian:

--- Quote from: Anybody on March 06, 2010, 01:50:02 PM ---when you've made one, rite?

--- End quote ---
Yes, it is just unfinished.
mctwist:

--- Quote from: Badspot on March 06, 2010, 01:05:04 PM ---I'd like to point out that the ability to get to the 128k limit without running out of ram is a relatively recent development.  How quickly such things are taken for granted. 

--- End quote ---
I know that you don't want to change in the engine, but I think there is a way of fixing this. As default, if you're too far away from a brick, it wont ghost nor render. I suggest you do an opposite thing that removes bricks to render if you're too far away and removes them from the client. Or at least find a way to store it temporarily on the HDD on both the server and the client. Saves RAM and could still be accessed if required.
The only problem here is that most people put all their bricks on a group which will crash the client if it tries to look at it. That could also be fixed by limiting areas for a brick limit.

Just an idea.
Ethan:
With my new computer, I can look at an area of 120k bricks, all together (city or cluster of 1v1's) and never have a FPS problem, that's with 4xAA and Draw Distance maxed.
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