Re: Non-island objects
Posted by
Joshua Gargus-2 on
Oct 17, 2009; 3:50pm
URL: https://forum.world.st/Non-island-objects-tp252960p253074.html
It sounds like something else is wrong, because I see much better
performance than you. Straight out of the box, I see about 40fps on
my also-quite-fast laptop. Are you talking about a space with a lot
of content?
Josh
On Oct 17, 2009, at 7:58 AM, Matthew Chadwick wrote:
> 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 ?
>>>
>>
>