Kerm, I've seen this done plenty of times in other games (the most common being MMOs of course
). Back when I was trying out different game engines and had my own ideas and team for a game (which I still think I have the docs for
) I researched a powerful technique for achieving this, but the server would have to be completely rebuilt and it might be best for all the servers to be dedicated if something like this were implemented. (which would be the original idea, so I'm not sure why I just said that... but anyway). In otherwords, its probably a good idea to keep the client running on a different machine then the server.
Basically, the map is not loaded on the client's computer, but on the server (increasing server load, however, so I'm sure this can be engineered to work differently) but only items in a certain radius of the client is sent. The map is composed of a large number of smaller maps or "layers" (made to look like a grid basically
), and only the maps closest to the player (and their items, bricks, contents, w/e) are sent to the client for loading. For instance, a tileable map would be ideal for the Torque engine, seeing as it already tiles the map. The large map would then be made up of 128^2 other smaller square maps (say, 1 mile in diameter relative to the minifigs). If the player is standing directly in the middle of one of the maps then, for the player's sake, two layers would be loaded around the player. As the player moves away from one of the outer layers that layer is forgotten by the client and once the player has fully made their way in to another layer or minimap then another layer in that player's direction would be sent to the player's client and loaded.
Anyway, I'm ranting on quite a bit about it cause I just woke up. I personally don't know if anything like this can be done in Torque very easily, but I wouldn't know if it could either