|
| 20 Jan 2014 10:52 AM |
There are some issues regarding lag due to parts near your character (The physics engine goes crazy and frame rate drops drastically) so I am proposing some new parts whose SPECIFIC purpose is visual ONLY.
Such parts would have no properties relating to the physics engine.
That is to say no CanCollide, Velocity, RotVelocity, Surface properties, SpecificGravity, Anchored, Elasticity, Friction or SurfaceInput properties, as well as no Touch events.
It would be used for map and character detailing (IE: A storage crate could be given a simple cube hitbox, but a nice looking visual (Think: Portal Weighted Storage Cube).
Furthermore, this part can be placed within OTHER parts, whereby its CFrame property become RELATIVE TO THE PARTS CFRAME (IE: Its ACTUAL CFrame is its Parent's CFrame * its CFrame).
They can be placed within other VisualParts to achieve the same effect. Instead of welding a bunch of laggy physics parts, put a load of VisualParts inside other parts, thus bypassing unused Physics calculations and also use of Weld objects (And the lag reduction of less properties to deal with). |
|
|
| Report Abuse |
|
|
|
| 20 Jan 2014 10:54 AM |
| An additional nice feature of this is that when you die, the parts that make up your body wont explode everywhere/fall through the map, but stay attached to your body! :D |
|
|
| Report Abuse |
|
|
iceman8k
|
  |
| Joined: 21 Mar 2010 |
| Total Posts: 481 |
|
|
| 20 Jan 2014 10:55 AM |
So, in layman's terms, this would be weightless bricks that don't affect anything in anyway, like server-side bricks colliding with client-side ones?
-=Have a nice day!=- |
|
|
| Report Abuse |
|
|
|
| 20 Jan 2014 11:01 AM |
It cant collide with anything at all. Its sole function is for appearances.
It cannot interact with ANY part (with the exception of sticking to its parent) |
|
|
| Report Abuse |
|
|
|
| 20 Jan 2014 11:04 AM |
Translation: CanCollide = false... Anchored = true
THE END |
|
|
| Report Abuse |
|
|
|
| 20 Jan 2014 11:05 AM |
Read the post.
Its specific function is to bypass ALL physics calculations (Which are EXTREMELY laggy) and to cause MASSIVE potential lag reduction. |
|
|
| Report Abuse |
|
|
iceman8k
|
  |
| Joined: 21 Mar 2010 |
| Total Posts: 481 |
|
|
| 20 Jan 2014 11:05 AM |
I understand that, which is why I used the client-side brick and server-side brick analogy. Server-side and client-side bricks are incapable of actually colliding, they pass through one another because the client-side data isn't sent to the server, so the server-side brick acts as if the local brick isn't even existent. Other than that, which was just to understand what you were trying to get across.
Basically it's a local brick that has less properties, the only property really just being that it's welded?
-=Have a nice day!=- |
|
|
| Report Abuse |
|
|
|
| 20 Jan 2014 11:07 AM |
| Furthermore, it acts as if its welded to its parent, and it wont explode when the player dies. Less properties also means less data to be sent across the server to the client, and the fact that its CFrame is relative to its parents means that, unless its CFrame property is changed, very little data concerning it will need to be sent between servers and clients (The server and client can determine its CFrame themselves.) |
|
|
| Report Abuse |
|
|
|
| 20 Jan 2014 11:09 AM |
| Actually, that's not true. Client side parts also experience massive lag for the client. Client side parts CAN collide with other parts (So long as they are not on other clients) |
|
|
| Report Abuse |
|
|
iceman8k
|
  |
| Joined: 21 Mar 2010 |
| Total Posts: 481 |
|
|
| 20 Jan 2014 11:13 AM |
I see. So my analogy was a fail. Well, it worked for what understanding I had of it. Turns out my understanding was wrong. Okaaay, I dunno how to put it into my own terms, but my analogy helped me understand it. Either way, you've got my vote. Support.
-=Have a nice day!=- |
|
|
| Report Abuse |
|
|
|
| 20 Jan 2014 12:28 PM |
Ok, thanks for the support!
Hmm... Maybe I should make something to automatically bump up my posts when they leave the page... |
|
|
| Report Abuse |
|
|
| |
|
| |
|
| |
|
| |
|
iceman8k
|
  |
| Joined: 21 Mar 2010 |
| Total Posts: 481 |
|
|
| 21 Jan 2014 09:17 AM |
I can offer you a bump. :P
-=Have a nice day!=- |
|
|
| Report Abuse |
|
|
| |
|
freek842
|
  |
| Joined: 09 May 2011 |
| Total Posts: 1044 |
|
|
| 21 Jan 2014 10:50 AM |
What's this about?
~freek842 |
|
|
| Report Abuse |
|
|
|
| 21 Jan 2014 11:36 AM |
| Special parts used only for rendering to reduce lag and the amount of data sent between servers and clients, allowing for more detailed and less laggy games. |
|
|
| Report Abuse |
|
|
| |
|
|
| 21 Jan 2014 02:25 PM |
::P
I really hate the floodcheck now... |
|
|
| Report Abuse |
|
|
|
| 21 Jan 2014 02:51 PM |
| Do these parts have colors and transparencies? |
|
|
| Report Abuse |
|
|
|
| 21 Jan 2014 02:53 PM |
| Yes. They have all the properties that affect their appearance (They are designed for only appearance, after all). They ONLY lack ANYTHING to do with Physics (Except GetMass, but that's because it gets the volume). |
|
|
| Report Abuse |
|
|
|
| 21 Jan 2014 02:56 PM |
Is Roblox going to actually do something about this or what?
Also, do you think this would make animations and stuff look better? |
|
|
| Report Abuse |
|
|
|
| 21 Jan 2014 02:58 PM |
It wont make them look BETTER, but it allows certain things to be made with LESS LAG. (That's what it mostly is, an idea based around lag reduction, allowing for higher detail with less lag)
IDK if Roblox will ever do this, but it would be a great thing to add. |
|
|
| Report Abuse |
|
|