Back to search

How do serialized variables play into bind culling? In my terrible analogy, the quarter that you put down, is that what a serialized variable is?

TL;DRSerialized variables are one of several interconnected technologies OCS needs, carrying the data the server tells the client it needs for things like markers so gameplay can use it almost seamlessly.

Gordon McLeanSenior Gameplay Programmer, FPS team

Yeah, I think one of the complexities of OCS is there's a whole interconnected bunch of technologies that need to work. So there's serialized variables that need to be there, there's the actual bind culling itself, there's... I've lost my train of thought now where I was going with this. Other technologies as well that only exist for it to work. The serialized variables are kind of the thing that almost, I don't want to say glues it all together because it's a bit of a clichéd phrase, but for the likes of the marker, you'll have serialized variables that have all the data you need in it. The server will be able to tell you the data you need to have in those variables, how often you need to get it, and it will do it almost seamlessly from a gameplay point of view. So we've just got the data we need to use.

Reverse the Verse›LIVE - Object Container Streaming·
Published on this date.7 Sep 2018