#Handling spawning large number of objects

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finite mulch
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What's the best way to handle large numbers of objects whilst keeping them visible to all players? These objects will also be detecting if players are touching them

Would it be to store position-data on the server and have clients render it themselves using a remote event ?

any more context required let me know

sacred wraith
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Like custom complicated ones or just basic

finite mulch
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In my case it's a small model with max 10 parts inside of it

sacred wraith
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Why do you need to spawn them?

finite mulch
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It's the main loop in my game really, every 3 seconds one of these models spawns

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But i'm planning on having upgrades which will increase the spawn rates

sacred wraith
finite mulch
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Yeah I suppose, I feel like the game would be more satisfying with more spawns if ya know what i mean

sacred wraith
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Your goal is to spawn as little amount of objects as possible while still making the game feel good

finite mulch
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I see

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Would having let's say 100 of these models anchored affect the server performance, or client-fps?

ripe breachBOT
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studio** You are now Level 1! **studio

finite mulch
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Is there any way to test

sacred wraith
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There aren't any tricks tho this i think just spawning less or less detailed versions

sacred wraith
finite mulch
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because they don't have physics I assume?

sacred wraith
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Yeah

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You should also disable useless settings if you don't use them like can touch

ripe breachBOT
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studio** You are now Level 4! **studio

finite mulch
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and i've heard it's not the best way to reliably do it

finite mulch
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Was doing some research and found about Part Pooling, perhaps this could help?
https://devforum.roblox.com/t/partcache-for-all-your-quick-part-creation-needs/246641/117?u=xwandhere

sacred wraith
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It's too complicated for most people

finite mulch
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Yea I think I've decided I'll just spawn quick rather than spawning lots

sacred wraith
finite mulch