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| 17 Dec 2016 05:09 PM |
Hello, I've been scripting for a while now, and I've been experiencing issues with lag.. specifically, maps containing lots of trees..forest areas. I'm not asking for anybody to write a script for me, but instead to point me in the right direction towards creating my own. I want to create a rendering engine that enables you to adjust your rendering distance, parenting specific objects (Trees, rocks, bases, animals, etc.) to another folder besides workspace, creating a world rendered quickly for each player. How would i begin scripting this? please help! |
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| 17 Dec 2016 05:19 PM |
| That's not a rendering engine, sorry to disappoint you. |
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| 17 Dec 2016 08:04 PM |
| reported ###### attempt to call girlfriend (a nil value) | (͠≖ ͜ʖ͠≖)👌 | nothin' like a good argument ¯\_(ツ)_/¯ |
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| 17 Dec 2016 08:06 PM |
| yeah well i reported you for implying it's bad not to have a girlfriend which makes you an ONLINE DAAAA-TEEEER!!! |
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| 17 Dec 2016 08:07 PM |
rip filter
attempt to call girlfriend (a nil value) | (͠≖ ͜ʖ͠≖)👌 | nothin' like a good argument ¯\_(ツ)_/¯ |
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fear2213
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| Joined: 20 Mar 2011 |
| Total Posts: 235 |
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| 17 Dec 2016 08:45 PM |
Use FE and delete anything that's x studs away from the character? update every time the character moves 10 studs or something along those lines
Clans Admin > https://www.roblox.com/Clan-Admin-V1-6-Update-6-1-2016-item?id=419845359 < Clans Admin |
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| 17 Dec 2016 08:50 PM |
"delete anything"
How would you re-render unrendered objects?
Please, proofread your own psots.
haha |
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fear2213
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| Joined: 20 Mar 2011 |
| Total Posts: 235 |
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| 17 Dec 2016 08:54 PM |
how about this :
every time the character moves a certain distance, fire a remote event asking the server for a table of objects within x studs of the player
then check all current objects against the x studs limit, delete those that are out of distance
load in the table sent by the server
?
Clans Admin > https://www.roblox.com/Clan-Admin-V1-6-Update-6-1-2016-item?id=419845359 < Clans Admin |
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| 17 Dec 2016 08:56 PM |
| i actually got banned, so congrats :) |
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| 18 Dec 2016 03:31 PM |
Steps (on RenderStepped, or better yet, every 2-3 seconds):
1. Check against current table and re-render parts if necessary (i.e. within X stud radius) 2. Create table of all parts & check distance. 3. If the distance is X stud radius, insert into table and parent to nil. 4. I think I forgot something but I'm pretty tired so idk, figure the rest out yourself. This is the basics.
To re-render, simply parent it back into the original parent. You can save that with the part using dictionaries, :GetFullName(), and some simple interpretation. Or use a table and save a pointer to the _actual_ object, much simpler and more efficient. |
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| 18 Dec 2016 03:32 PM |
Set game.Workspace.StreamingEnabled to true. Otherwise this is going to be next to impossible and won't be smart, at all. |
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| 18 Dec 2016 03:40 PM |
thats not what a rendering engine is and yeah use fe and delete anything that's a certain magnitude away from the character's torso? |
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| 18 Dec 2016 03:42 PM |
@Intended: SE only does so much, creating your own rendering distance in addition to it is bomb.
@CP: You copied me. |
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| 18 Dec 2016 03:43 PM |
^ its what i do m9999 ^ you were correct though |
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| 21 Dec 2016 02:28 PM |
| Please explain to me what an SE is? |
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| 23 Dec 2016 08:54 PM |
| It's a property, not a thing. It allows you to render only a certain radius of the world around the character. |
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| 27 Dec 2016 12:08 AM |
hi there
attempt to call girlfriend (a nil value) | (͠≖ ͜ʖ͠≖)👌 | nothin' like a good argument ¯\_(ツ)_/¯ |
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| 27 Dec 2016 01:15 AM |
@Real_Spooky
Well. It's actually very simple,
-Enable Filtering!
-Make a list of all the currently un-rendered parts, When they are added to the list, set their parent to nil on the client.
-Then when you go to check their position on the server, if the player is close enough to it that it's within render distance...
-Tell the client to set the parent back to workspace!
#code print("Hey now, you're a Game Dev, make some ROBUX, Go play!") |
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| 27 Dec 2016 10:08 PM |
^^ what ^^ use a localscript and set any part that has a magnitude from the player's torso greater than the renderdistance in studs to replicatedstorage because then we can render them back without storing the positions and other properties in a table |
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| 28 Dec 2016 06:31 AM |
My way is even easier since you store the instance itself in the table. And it just sets the parent to nil.
#code print("Hey now, you're a Game Dev, make some ROBUX, Go play!") |
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| 01 Jan 2017 08:42 PM |
| oh nevermind i forgot setting parent to nil is the same as remove() which doesn't truly remove it from the game |
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