XRA
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« Reply #60 on: October 12, 2011, 05:30:42 PM » |
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hmm you can boot up a "level manager" type scene first when the game launches that has an object set to static?? I think, and then it remains throughout scene-changes.. so you can track and store tons of stuff that way. Then if you could come up with some way to just hide or camouflage the jump between scenes you can have each scene hold a portion of the environment..
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:^)
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« Reply #61 on: October 12, 2011, 05:35:09 PM » |
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I'd really like there to be no noticeable loading. Except when starting up the game. All of my models and terrain textures are very very small and not too hard on memory. There has to be some way of doing this. I'm searching for an answer
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XRA
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« Reply #62 on: October 12, 2011, 05:51:35 PM » |
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hmm, I guess the question comes down to performance, what is loaded and being drawn, and precision.. that is if you even ever approach the limit where physics and stuff go out of wack the further they are from the origin!
You might want to think about how to slice up areas of your level into prefabs and instantiate them when needed, just so that the whole level isn't sitting there being drawn when most of it is far off in the view??
Maybe the destroying/instantiating of level geometry could be a script in itself, it initially is a very low poly version that sits in place, then when you are near it, it pops in the high detail active version? So you always have a 3x3 grid of active chunks around you, and beyond that is the low detail inactive chunks. Same with activating/deactivating any NPC's and stuff.
Just throwing out ideas here and rambling... The main thing I sometimes find dissatisfying with Unity FPS games that use a terrain is I tend to feel (as a player) just plopped into this big terrain and the suspension of disbelief is kinda ruined by it and how I'm interacting with it. So perhaps breaking down the larger world into smaller manageable chunks would help with identifying important areas and smaller-scale stuff that keep the experience interesting for the player, it is all about the POP (points of opportunity). That is just one way of thinking about things though.
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jeffrobot
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« Reply #63 on: October 12, 2011, 05:55:41 PM » |
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Lulz, I didn't realize they kept their best functions for the pro version >_< ouch.
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:^)
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« Reply #64 on: October 12, 2011, 06:18:46 PM » |
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Well I'm messing around with 2 large terrains in the same level with no noticeable performance change. Maybe I can up the amount and see how far I can push it till it breaks. EDIT: Well sheesh. So far I see no reason I can't just have a huge frickin world all at once. Not having detailed next gen graphics is nice. We'll see how it is once I have some AI and such roaming around.
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« Last Edit: October 12, 2011, 07:39:24 PM by peanutbuttershoes »
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deathtotheweird
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« Reply #65 on: October 12, 2011, 08:00:01 PM » |
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that's weird LoadLevelAdditiveAsync would be pro only. unity is very stupid at what they live in or out of their free versions. but really the only difference between that and Application.LoadLevelAdditive is performance. given that your game won't be that content heavy (compared to mainstream games that would require async streaming) you would be just fine with LoadLevelAdditive. but you can have dozens of terrain gameobjects in your game at once with no performance issues. you could have 4 separate worlds (defined by a terrain) and switch them on/off if you want to do it all in one scene. or separate them by vast distances and the player wouldn't even know they are there. sophie holdem did this recently with a fishing LD game, I think it was? but I think you're worrying about problems that don't exist yet
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Chris Pavia
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« Reply #66 on: October 12, 2011, 09:28:58 PM » |
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Yeah you could build your own simple culling system without too much hassle if you design your environments with that in mind.
Check out zombox's latest post in his devlog for an example.
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:^)
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« Reply #67 on: October 13, 2011, 12:08:14 PM » |
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Yeahboymmm... Working dat C#
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Theophilus
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« Reply #68 on: October 13, 2011, 02:24:37 PM » |
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BoxedLunch
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« Reply #69 on: October 13, 2011, 02:25:31 PM » |
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damn sister.
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:^)
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« Reply #70 on: October 13, 2011, 02:49:27 PM » |
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I was kidding when I said I was a girl.
If that's why you're calling me sister.
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Chris Pavia
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« Reply #71 on: October 13, 2011, 08:11:24 PM » |
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I was kidding when I said I was a girl.
If that's why you're calling me sister.
You should have kept up the facade, your devlog would have become much more popular!
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eigenbom
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« Reply #72 on: October 13, 2011, 08:52:19 PM » |
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:^)
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« Reply #73 on: October 17, 2011, 07:29:05 PM » |
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Haven't had much time for this in the past few days, but I added some color control and junk like that in the TOD system. I think I'm going to take a break from coding and work on more art assets.
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:^)
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« Reply #74 on: October 20, 2011, 03:34:20 PM » |
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Stuff That Got Done:- Worked on the snow particle effects.
- Added light for character, on/off is (F) key of course.
- Drew up some monoliths, menhirs, obelisks, and such to be modeled.
- Worked on psuedocode for some of the AI systems in the game.
- Maybe... wrote some music to be used in game. maybe.
KICKSTARTER IS ON THE MOVE! BE ALERT!
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« Last Edit: October 20, 2011, 03:44:04 PM by peanutbuttershoes »
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BoxedLunch
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« Reply #75 on: October 20, 2011, 03:47:14 PM » |
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oh my god, that lighting.
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namragog
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« Reply #76 on: October 20, 2011, 04:45:56 PM » |
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DEMO NOW.
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Theophilus
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« Reply #77 on: October 20, 2011, 04:56:09 PM » |
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I AM LITERALLY SQUEALING
DAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANG THIS LOOK SO GOOD
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Ashkin
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« Reply #78 on: October 20, 2011, 08:15:35 PM » |
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This is pretty.
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wademcgillis
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« Reply #79 on: October 20, 2011, 08:42:39 PM » |
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When this is finished I will buy this game. I will buy all of this game. Is it sci-fi?
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