oh the physics won't matter becuase that will be generated locally
I know that, but the objects, if you cant set size/weight of each object, that data will increase the size, especially if weight is added because of the physics part.
erm no.
each object will have scalar and rotational values, and an object id. oh and a location id
something like
id9989,sc-00020,xyz320343432,rot359222.
and will probably just be a string like
998900020320343432359222
each number will be 4 bit so
998900 020320 343432 359222
will be 4 32bit values. and will be 128bits.
which is 16bytes.
so even with 200 items that's only 200*16 =3.2kbytes
now say each item has 3.2kbytes worth of texture information
i.e. which textures on what plane on rotation of what, still allows for 200*16 byte words, then. well, the only thing that will take loads of space are custom hi-res textures, that's if they do it smart.
so for a 10meg level you should be looking at hundreds of objects fully textued, with pleanty of custom designs, including information about the level creator and some stats and even then you can add a little packet overhead, error checking, and a long level title.
ok i think i started to waffle, my point being is that each object will have a set bit size, not including it's name. so everything will have a locaiton hight weight rotation, just because you resize it, it aint gonna be more bits, all in all each object added should be pleanty less that 1kbyte, so 1024kbyte is 1megabyte, see what i mean?