It is constructing scenes on the fly, most likely. At least one ship was nearly useless in "in-sector"(realtime) mode when controller by ai, and could mope floor with nearly anything when it was processed in "out of sector" mode.īasically, with this kind of situation, Unity is reduced as some sort of display framework, which only produces displayable data as necessary. As a result, some ships have different performances in "in-sector" and "out-of-sector" modes. That was pretty close to a turn-based approach, except that turns were very small. And another one was for anything that happens outside of current sector. It would crash into the gate with very high probability). One good way to lose a huge ship was making it go through the gate in a sector where you were present. Involved a lot of crashing, because X3's pilots were horrible at collision avoidance. I really like Stellaris, it has a story telling aspect to it and has one of the best early games Ive ever played in a 4X game. In the game the data was processed in two different ways - one way was for the sector where the player is present (real-time flight, combat, etc. When you visit a specific location, displayable entities for it are created upon entry to match the state of the "database". They're classes that have very little to do with GameObjects, Components, and unity architecture. Objects live and are processed in a sort of a database, in background. In a big game like that, it will probably go like this: In general, it would be interesting to hear thoughts about the organization of scenes and global living objects in such games. And what about DontDestroyOnLoad - is it right way to keep so much objects? In this case we need each time to hide them and prevent them to interact with current local scene objects and avoid performance issues. And it will be not so comfortable to create this scenes on the fly. It will be too slow to implement this as different scenes (and recreate whole world each time after closing another scene like diplomacy) or impossible because of the need to calculate living world while user in another scene. And how is created star system management screen in Endless Space and fast return to galaxy map. I don't fully understand how it is can be implemented in Unity? Especially with living world like in Stellaris. But in same time we can enter some regions: star system, planet screen, fleet screen or open some other screens: diplomacy or ship designer. There we have many permanent (possible living) objects: star systems with planets, fleet with ships, population, etc. I am interested in how is organized scenes and objects in such games.
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