HeroEngine Forums
Welcome, Guest. Please login or Register for HeroCloud Account.
Pages: 1 [2]

Author Topic: ElectricCrow's World Issues  (Read 1723 times)

HE-Cooper

  • *****
  • Posts: 2221
    • View Profile
Re: ElectricCrow's World Issues
« Reply #15 on: Mar 12, 13, 12:21:23 PM »

You can manually shut down any instances you'd like from the area organizer, and your world builders can be responsible for it, or you can give them a tool. It's also not a great idea to have the entire world connected during development, no matter what engine or hardware you're on, and I normally have regions where a world builder is responsible segmented out from others.

The number is set at 65, because we found that teams were getting confused by things like physics processes not being able to keep up, etc, as they would grid out 2000 areas, and then edit tiny things in all 2000 areas and expect that somehow pathing and physics would all update simultaneously, as well as other systems that needed to scale accross areas, but there wasn't the dozens of pieces of hardware that a live game uses to handle that scaling.
Logged

Kobaltic

  • General Accounts
  • *
  • Posts: 18
    • View Profile
Re: ElectricCrow's World Issues
« Reply #16 on: Mar 12, 13, 12:46:42 PM »

Is there a recommended number of areas that should be connected? I could break it into a few chunks for development Then connect them again once we get to alpha.
Logged

HE-Cooper

  • *****
  • Posts: 2221
    • View Profile
Re: ElectricCrow's World Issues
« Reply #17 on: Mar 12, 13, 01:31:17 PM »

We're going to duplicate the Electric Crow world onto our dev server so that we can start taking things apart on it. It's the spindown time decrease causing the problem, but we'd certainly like it to handle it more gracefully than what it's doing.
Logged
Pages: 1 [2]