Better to disable or move multiple objects?

Post » Tue Jun 19, 2012 5:33 pm

I'm building a mine and I want it to look like a mine is being built. As in, I want to show progression each time the player visits, so the player can see the mine develop. That means that several references will share the same or similar coordinates, just be enabled at different times. Is it okay to just enable/disable them in place, or should I store them off-map and move them back and forth into position? Disable means not rendered, right?
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Gavin boyce
 
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Post » Tue Jun 19, 2012 4:25 am

I don't know how it works on storing info about disabled objects, but imo is better having them disabled.
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Kate Murrell
 
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Post » Tue Jun 19, 2012 2:06 pm

-snip- I screwed this up somehow.
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RaeAnne
 
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Post » Tue Jun 19, 2012 11:06 am

I don't know how it works on storing info about disabled objects, but imo is better having them disabled.

Yes, that is why I am asking, I don't know how it works. If it's only not rendered, but still 'in place', does it affect anything?
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Big Homie
 
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Post » Tue Jun 19, 2012 2:31 pm

... Disable means not rendered, right?
Nope, not necessarily - I think; persistent references might be only removed if there are disabled and deleted.

Anyway, I'd go with the enable/disable approach unless that fails somehow. Less and only simply scripting involved, less room for bugs.

Edit: Also, objects that are off-screen might still be rendered! Games do a lot to avoid this, but it's not always possible. But moving the objects far, far away will probably solve this.
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Rik Douglas
 
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Post » Tue Jun 19, 2012 10:21 am

Yes, that is why I am asking, I don't know how it works. If it's only not rendered, but still 'in place', does it affect anything?

Yeah if you think about it, moving an object to another cell for example is not rendered you just have the info saved of where is it, disabling it will not render the object in that cell but the info of the object beign rendered must be stored somewhere, so afterall you get the same results I guess with both methods, but as Xetrill pointed out disabling them would be more confortable on the scripting side as you would just use one line of code to disable them (you can even use Enale and DisableChain to get groups of objects).
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Travis
 
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Post » Tue Jun 19, 2012 12:00 pm

Okay cool, thanks alot for the info y'all! :D
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Pete Schmitzer
 
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