Quote: "If I have misunderstood and you would like to try to explain again, please do, as we do always welcome ideas."
Okay,
I just thought if the segments become like immobile dynamic entities they will affect like when you use them instead of static ones.
You always tell people use immobile dynamic entities instead of static ones because it increases the FPS.
But I found that the segments uses a different way to render so they aren't like static entities.
So if we make indoor games using doors between rooms then the segments of other rooms won't render but the static entities will render anyway.
So I think what I said was a mistake from me.
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But I was thinking for another idea.
Using this is a little hard but it will change FPSC for ever.
I am talking about loading and unloading system while playing the game.
For example when you spawn an enemy in game(not from start)it will load from start but it won't appear so what I am thinking about is completely different.
For example in some games you are playing and you see for 1 or 2 seconds the game will stop(even using very good computers)so it is loading new parts and unloading old parts.
So the loading system should change and first read the scripts from load and unload functions if they used then don't load some parts(the game designer should set some parts for not being load)and will load the rest of it.
There should be some options for using load/unload system.
for example the designer have a level with 2 parts.
The first part is on the ground and the second part is under ground and after jumping to a hole and going to the under ground there is not way to go back on the ground.
The designer can use a script added to a trigger and it is something like this:
state=0:notloadxstart=10,notloadzstart=9,notloadlayerstart=4,notloadxend=18,notloadzend=15,notloadlayerend=5
(notload means not load at start)
So that script means everything in the area between x=10 to 18 and z=9 to 15 and layers=4 to 5 won't load at start.
And the designer knows the player won't see those parts because they are under ground.
But after jumping to that hole(there should be a trigger zone with the below scripts)everything upper than the hole will unload and remove from RAM and the underground should load.
Here is it's script:
State=0:unloadxstart=0,unloadzstart=0,unloadlayerstart=6,unloadxend=40,unloadzend=40,unloadlayerend=19,state=1
state=1:loadxstart=10,loadzstart=9,loadlayerstart=4,loadxend=18,loadzend=15,loadlayerend=5
state=0 means unload everything in x and z from 0 to 40(means whole layer)and will unload layers from 6 to 19.
State=1 means load those parts in the underground(in the first script they were not load).
So we can use more memory in each level.
But some things which are repeated should not be unload because they have to load again and will take more time if they unload and again load.(For example the player and weapons should not unload anyway)
I know this is
really really hard but if this come to true then we can make very huge levels using ingame loading and unloading system and make speedier loading at start(because it wont load everything at start)so it needs less LM memory at start etc.
If you tell me this is even harder than mission impossible(the movie) then you're right.

Sorry if I always write very long messages.
Have our guns was a mistake!!!
I am PaYaM