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Re: Non-island objects

Posted by Matthew Chadwick-2 on Oct 17, 2009; 2:58pm
URL: https://forum.world.st/Non-island-objects-tp252960p253060.html

Hi,

I tried using the harness systemIsland, but that still uses the whole
Croquet infrastructure (using a TLocalController) to send messages via
TFarRefs & promises etc, with all the queuing & processing of messages
that entails. I was looking for a way to bypass all that & just use
normal object messaging to speed things up on my client. That's because
on my machine (which is quite fast) Cobalt runs at a maximum average of
10fps (more like 8), which when I'm playing with the system I'm building
is just too awkward. Moving around the space feels like having flu, its
objects respond in jerky fits-and-starts with large delays to mouse
interactions. Yet, when I use OpenGL directly, without Croquet, to
render my TSpace (just using a Morph, an OpenGL & TCamera renderView:
space: overlay:) I get a good steady 24+fps -- but then I loose all the
Croquet stuff. What I'd like is a way to switch my Croquet client into a
local testing mode in which it dispenses with all the TeaTime messaging
stuff & only does the rendering. Is there a way I could set that up ?


> well that was easy. cheers!
>
> David A Smith wrote:
>> There is a system island that is just for this purpose. It is
>> rendered "on top" of the shared island.
>>
>> DAS
>>
>>
>> Matthew Chadwick wrote:
>>> Silly question: how do I add objects to my scene so that they're not
>>> part of an island (i.e. local objects, no messaging), so they render
>>> and handle interactions as normal ?
>>
>