Area Full (Wishlist)

Area Full // Wishlist

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sgeo ~~~

Jan 15, 2004, 11:18pm
Area Full should not be calculated on how many characters there are in desc.
action, etc. It should be calculated based on the structure of the objects

ubermonkey

Jan 16, 2004, 12:01am
Unfortunately, it's not quite that simple; The cell limits are based on
data, with a cap at 4000 bytes due to the current architecture using only
one packet per cell. In order to increase this amount, the client/server
interface needs to be redesigned to allow for cell data to be split into
multiple packets, otherwise some users will begin to experience significant
packet loss during transmission.

It's all right here:
http://www.activeworlds.com/roland/features/increase_cell_limit.html

While I'm certain you could take a vertex count of all the objects in a
cell, and then allow for a second "vertex limit" to be applied from the
world options, it would not be able to override the current data limit, only
apply a second type of limitation (not allowing more than, say, 2000 verts
in a cell regardless of data use, however you would still be stopped at 4kb
even if you were only using 2 verts). Also, just on a personal note, I would
hope such an option could be set to "disabled" in the world features, as
it's of little use to any worlds aside from public build.

-Monkey

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strike rapier

Jan 17, 2004, 10:13pm
Thats not what area full is for my friend... Area full determins the maximum
data that can be stored in the database per-cell; as such can maximise speed
and send one cell in one burst.

- MR

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