(12-15-2011 06:32 AM)aceio76 Wrote: I think being able to filter certain objtypes out of the list is a very good start.
Well, if you have 600k trees (or 200m of grass), you dont want klick on expand. You will NEVER use it. And such list is useless anaway, I want to know what kind of vegetation I have in world, but list with coordinates of all instances has no real usage. So from my point of view, vegetation does not belong there.
This is reason, why vegetation is usually managed by terrain engines and not listed between standard obejcts.
But of course any solution is better than nothing.
This is only vegetation, each bigger game would have tens of thousands items anyway. Question is, what to do with it. Here are my ideas:
1) When instancing object in the world, enable user to put it into some tree structure. Exactly like Unity3D is doing it. You can easily manage objects in complex scenes, if you have discipline to give it some logical structure.
2) Fastest solution would be probably enabling by some check box listing of objects only in visible area (and put vegetation away).