September 22nd, 2020 Livestream Q&A: Are there specific parts or objects that contain a lot of objects in them ?

September 22nd, 2020 Livestream

Q&A: Are there specific parts or objects that contain a lot of objects in them ?

https://youtu.be/DDHlxZV39B0

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on that route and tried it out at least are there other objects that, contain like a are there specific parts or objects that contain a lot of objects within them so we can avoid building a lot of these yeah maybe it's so hard to to say exactly because- I certainly don't know you know all the ins and outs of everything like how everything's constructed like in terms of how we've made them how the like data structures off the object so to speak are set up and whatnot and contribute to the object count exactly because there's a lot of, like for instance we've done a number of optimizations for networking where we kind of need to duplicate a lot of stuff and then replicate that so on the server that means that for every building that you interact with you'll create a double, so it's like that's an optimization for network but that's also worse when it comes to the object count thing, so like there's there's so many different cases with that specific issue

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and maybe we need to in the way in the future maybe we need to rewrite how memory management works for like certain buildings or something just to get that number count down like there are a lot of different routes we can take to improve that and we are taking some of the routes right now, but, yeah it's it's a really tricky subject to talk about because I actually don't know what the like best because I know a lot of people ask me like what's the best way to build to not run into that issue and I actually don't know because it's it's so different like we we get we can like when we collect saves we'll get like one that's like oh this is like rarely there's not almost anything on the same but yet the object count is really high and then we have another save that has like a ton of stuff on it but the object count is really low and it really is like so many different scenarios that's kind of like attributed to that object cam so it's really hard to give advice on that, maybe like maybe in the future we can have either like one of the programmers on that know more about this or or someone else, to talk more about this stuff if it's interesting, so yeah but it's yeah it's really hard to say just don't use the garbage like I mean that's a legit way to go about it we would need to rewrite a ton of stuff, but that's that's legit one one way to go about it so yeah long story short, I don't know