Is there an upkeep overhead associated with many TGNetObjects in a game - even if they aren't being changed?
I want to have many level objects in my game have their own TGNetObjects - it greatly simplifies the code. I know this will slow things down network wise when a new client enters the game and leaves the game - but if these objects are in the game but not being updated, do they cause any data transfer?
The other, more complicated options that don't involve persistent TGNetObjects, all suck :p So I'd hope I can avoid it.
I want to have many level objects in my game have their own TGNetObjects - it greatly simplifies the code. I know this will slow things down network wise when a new client enters the game and leaves the game - but if these objects are in the game but not being updated, do they cause any data transfer?
The other, more complicated options that don't involve persistent TGNetObjects, all suck :p So I'd hope I can avoid it.