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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 ?
>>>
>>
>