Author Topic: Brick limit  (Read 6869 times)

Which would limit the use of this down to.... 1 person.
2.


Bricks are not critical data. Players, items and objects that moves are in other hand. The only thing that could be critical with bricks is when they change form, like color, colorFX and shapeFX. Although, as I thought I said, bricks you see is not critical, and when you suddenly reach those bricks that is cached, it will first take them out from the cache, then update as usual(Have you ever first seen brick ghosting, leaving for about 10000 TGE units and then come back to see that there is more bricks someone have placed while you was away?), and then it's done.(And about 10 more thing in between that, but we really don't have to go that detailed...)

If your build reaches over 128k bricks, you're either building a city no one will explore, or you're using really small bricks.

Bricks are not critical data. Players, items and objects that moves are in other hand. The only thing that could be critical with bricks is when they change form, like color, colorFX and shapeFX. Although, as I thought I said, bricks you see is not critical, and when you suddenly reach those bricks that is cached, it will first take them out from the cache, then update as usual(Have you ever first seen brick ghosting, leaving for about 10000 TGE units and then come back to see that there is more bricks someone have placed while you was away?), and then it's done.(And about 10 more thing in between that, but we really don't have to go that detailed...)

Bricks are very critical. Level geometry is one of the most critical parts in any game. Bricks are also removed/placed while you're out of the scope. Now in order to update your cache with the correct data to render it will have to do one of two things:

  • Send all the data again to make sure you have everything the server has (which would make your cache entirely useless)

OR

  • You would need to explain the contents of your cache to the server which would then figure out what things are out of date and send you updates for those things

I can assure you the second option would take far longer and scale even worse than a standard ghost update. This is why games have loading screens when you change areas - you cannot just load data off your hard drive and into a game environment on-the-fly or all games would be entirely seamless.
« Last Edit: March 08, 2010, 03:41:13 PM by Ephialtes »

This is why games have loading screens when you change areas - you cannot just load data off your hard drive and into a game environment on-the-fly or all games would be entirely seamless.
I forgot about that one, and apologize for my rudeness ,and this idea will be thrown away if no one else can prove otherwise it's useful. Although, you still need to ghost bricks.

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Paged geometry is possible, however it is non-trivial to implement.  The method used to transmit brick data would have to be changed significantly.  This may happen at some point in the future but don't hold your breath.

What I meant is that I have the structure of the building done. There is nothing inside it and very little outside.

WTF? YOU ONLY HAVE A FRAME AND IT IS ALREADY THAT MANY BRICKS!??!

Networking also covers the management of ghosted objects on the client, not just the transmission of data. I have not misunderstood you at all, you're just persisting in pushing this terrible idea and ignoring all the points I make trying to show you how bad it is. Caching networked data is totally counterproductive because you then have to check with the server to see how much of that cache is outdated next time you want to use it.

This. Just understand it.

Bricks are not critical data. Players, items and objects that moves are in other hand. The only thing that could be critical with bricks is when they change form, like color, colorFX and shapeFX. Although, as I thought I said, bricks you see is not critical, and when you suddenly reach those bricks that is cached, it will first take them out from the cache, then update as usual(Have you ever first seen brick ghosting, leaving for about 10000 TGE units and then come back to see that there is more bricks someone have placed while you was away?), and then it's done.(And about 10 more thing in between that, but we really don't have to go that detailed...)

Lol lets see you say that when you walk into a brick you just deleted.

Have you ever hit over 128,000 bricks?
No, no one has aside from those TRYING to reach it.

It's not tiny if you're not completely handicapped.
Bones, titantic. Yeah. Didn't he reach the limit? Or did he just give up. ooorrr, is he still working on it?

Lol lets see you say that when you walk into a brick you just deleted.
You really don't understand that the HDD will be used only as cache, and it will work as a slower type of RAM. A lot that is. Still, it will be loaded and removed from the cache to RAM when you remove the brick or see it. The cache is only a way to raise brick limit by using the HDD as a buffer for RAM.

pictures of you unfinnishd 20k brick build
Here ye go. 61,556 bricks.
http://img534.imageshack.us/img534/1307/blockland00119.png
http://img46.imageshack.us/img46/6927/blockland00120.png

Total of ten floors identical to this one. Still empty, all the stores are missing as well as the elevator.
http://img17.imageshack.us/img17/1884/blockland00121.png

isnt there a way to change t Blimit in the advanced configuration??? :panda:

isnt there a way to change t Blimit in the advanced configuration??? :panda:
You can change the brick limit on Multiplayer Servers as well, but anything over 128k will not be rendered for other clients in the game.