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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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17th January, 2008 at 14:04:14 -
is it in ANY way possible to "instantly" destroy an object in a line of code? I'm having the problem that with my save/load engine, it will malfunction because the total number of active objects breaks TGF's limit; first I destroy every object on the field, then I load all the new ones. The problem, is that TGF doesn't seem to de-index a destroyed object until the entire stack has resolved each frame, meaning its impossible to say destroy 256 objects, then create 256 objects. Whenever an object is given a "Destroy" command, it will exist all the way through the stack.
Is there any way, or any extensions, or any other means to instantly destroy objects without having to go an entire frame? My only workaround is to have a single frame delay between each create/destroy event, which while with my current engine will only take up 2-3 frames tops, could be detrimental in other projects. I'd rather be able to process everything within a single stack run through the editor, not having to put in artificial waits just to let TGF process the fact the objects no longer exist.
On a side note, does anyone know where the TGF 1000 global values and 1000 global string objects store their tables? I noticed its not program sensitive and all data will be preserved unless you wipe the entire index (a command the string version lacks). So I just want to know where all the phantom data is being stored :-/
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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Pixelthief Dedicated klik scientist
Registered 02/01/2002
Points 3419
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18th January, 2008 at 22:04:15 -
this could make for a somewhat useful extension, i guess
Gridquest V2.00 is out!!
http://www.create-games.com/download.asp?id=7456
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DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
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19th January, 2008 at 05:15:22 -
I guess objects are really only removed at the end of a frame's running code, meaning even after it rendered, so this is an internal MMF thing you can't get around. Start creating your objects on the next frame.
Old member (~2004-2007).
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