Zombox
Hey skyhawk,
1) Nope, although there are no projectiles in the game that can shoot far enough to hit off-screen objects.
I'm going for a more legitimate survival experience. So there aren't going to be rocket launchers, although if you raid a police station you'll come across regular guns, maybe some explosives that you can throw (but can't throw far enough to hit anything off-screen), etc.
If I ever *do* decide to add things like rocket launchers, I can just make it so if they go past the boundary of the currently visible tiles, they explode midair.
2) The car is about the fastest thing you can move in, and there's no noticeable pop-in when driving it at full speeds around the world. At the most, you might have 1-2 frames where a couple of objects on the edge of the screen haven't loaded yet, and I can adjust the loading coroutine to get rid of this entirely...it's just that right now I've got it tweaked so that it runs optimally on iOS devices (so it loads necessary objects over a few frames rather than all at once...moving colliders and rigidbodies around gives Unity's physics system a bit of a hit). Keep in mind that 80% of the screen is occupied by the center of the 9 tiles that are loaded each time you move around...and the objects on it are loaded first. So while the other 8 tiles load after, you can't really see them do it.
3) There's no load time as you move around. All data for the entire world is procedurally generated when the game is started and stored in memory (all navdata, city data, etc...takes about 40 mb of RAM). That initial load time is about 1.5 seconds on PC, and about 5-10 seconds on mobile devices.
Then, as you move throughout the environment, those data arrays are queried and they tell the pooling system which chunks should move where.
On my PC the game runs at about 750 fps. On my iPhone 3GS it runs at about 20-30fps, and on my iPhone 4G it runs at around 30+.....the majority of the processing time goes towards physics and rendering. The pooling system's processing time is pretty negligible (minus the physics processing time that is incurred when moving the colliders around).
1) Nope, although there are no projectiles in the game that can shoot far enough to hit off-screen objects.
I'm going for a more legitimate survival experience. So there aren't going to be rocket launchers, although if you raid a police station you'll come across regular guns, maybe some explosives that you can throw (but can't throw far enough to hit anything off-screen), etc.
If I ever *do* decide to add things like rocket launchers, I can just make it so if they go past the boundary of the currently visible tiles, they explode midair.
2) The car is about the fastest thing you can move in, and there's no noticeable pop-in when driving it at full speeds around the world. At the most, you might have 1-2 frames where a couple of objects on the edge of the screen haven't loaded yet, and I can adjust the loading coroutine to get rid of this entirely...it's just that right now I've got it tweaked so that it runs optimally on iOS devices (so it loads necessary objects over a few frames rather than all at once...moving colliders and rigidbodies around gives Unity's physics system a bit of a hit). Keep in mind that 80% of the screen is occupied by the center of the 9 tiles that are loaded each time you move around...and the objects on it are loaded first. So while the other 8 tiles load after, you can't really see them do it.
3) There's no load time as you move around. All data for the entire world is procedurally generated when the game is started and stored in memory (all navdata, city data, etc...takes about 40 mb of RAM). That initial load time is about 1.5 seconds on PC, and about 5-10 seconds on mobile devices.
Then, as you move throughout the environment, those data arrays are queried and they tell the pooling system which chunks should move where.
On my PC the game runs at about 750 fps. On my iPhone 3GS it runs at about 20-30fps, and on my iPhone 4G it runs at around 30+.....the majority of the processing time goes towards physics and rendering. The pooling system's processing time is pretty negligible (minus the physics processing time that is incurred when moving the colliders around).
| Messages In This Thread |
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RE: Zombox - monteboyd - Oct 11, 2011, 03:37 PM
RE: Zombox - skyhawk - Oct 11, 2011, 03:51 PM
RE: Zombox - zombox - Oct 11, 2011, 03:54 PM
RE: Zombox - zombox - Oct 12, 2011, 11:33 AM
RE: Zombox - skyhawk - Oct 12, 2011, 12:41 PM
RE: Zombox - zombox - Oct 12, 2011 12:49 PM
RE: Zombox - skyhawk - Oct 12, 2011, 01:08 PM
RE: Zombox - AndyKorth - Oct 13, 2011, 10:42 AM
RE: Zombox - zombox - Oct 14, 2011, 05:57 PM
RE: Zombox - skyhawk - Oct 14, 2011, 06:15 PM
RE: Zombox - zombox - Oct 22, 2011, 01:19 AM
RE: Zombox - zombox - Oct 29, 2011, 01:27 AM
RE: Zombox - HMaudio - Nov 1, 2011, 02:27 PM
RE: Zombox - SethWillits - Nov 1, 2011, 02:48 PM
RE: Zombox - zombox - Nov 1, 2011, 09:04 PM
RE: Zombox - skyhawk - Nov 1, 2011, 03:31 PM
RE: Zombox - OneSadCookie - Nov 1, 2011, 05:43 PM
RE: Zombox - zombox - Nov 5, 2011, 12:50 AM
RE: Zombox - SethWillits - Nov 6, 2011, 12:48 AM
RE: Zombox - skyhawk - Nov 6, 2011, 10:47 AM
RE: Zombox - zombox - Nov 12, 2011, 04:04 AM
RE: Zombox - vibe - Nov 13, 2011, 10:47 AM
RE: Zombox - funkboy - Nov 13, 2011, 10:58 PM
RE: Zombox - EvolPenguin - Nov 14, 2011, 11:11 AM
RE: Zombox - zombox - Nov 14, 2011, 06:02 PM
RE: Zombox - skyhawk - Nov 15, 2011, 10:11 AM
RE: Zombox - funkboy - Nov 15, 2011, 10:17 AM
RE: Zombox - zombox - Nov 18, 2011, 11:00 PM
RE: Zombox - vibe - Nov 19, 2011, 05:24 PM
RE: Zombox - zombox - Nov 26, 2011, 05:12 AM
RE: Zombox - funkboy - Nov 26, 2011, 10:58 AM
RE: Zombox - zombox - Dec 10, 2011, 02:23 AM
RE: Zombox - zombox - Dec 17, 2011, 03:47 AM
RE: Zombox - zombox - Jan 1, 2012, 02:28 AM
RE: Zombox - zombox - Jan 21, 2012, 01:14 AM
RE: Zombox - funkboy - Jan 23, 2012, 10:36 AM
RE: Zombox - zombox - Jan 23, 2012, 04:12 PM
RE: Zombox - skyhawk - Jan 23, 2012, 04:36 PM
RE: Zombox - funkboy - Jan 24, 2012, 11:10 AM
RE: Zombox - zombox - Jan 25, 2012, 11:17 AM
RE: Zombox - zombox - Jan 28, 2012, 03:10 AM
RE: Zombox - HMaudio - Feb 2, 2012, 04:15 PM
RE: Zombox - zombox - Feb 4, 2012, 03:45 AM
RE: Zombox - HMaudio - Feb 7, 2012, 04:20 PM
RE: Zombox - zombox - Feb 8, 2012, 04:21 AM
RE: Zombox - zombox - Feb 18, 2012, 02:22 AM
RE: Zombox - HMaudio - Feb 28, 2012, 08:42 PM
RE: Zombox - zombox - Mar 3, 2012, 05:58 AM
RE: Zombox - zombox - Mar 10, 2012, 02:32 AM
RE: Zombox - zombox - Mar 17, 2012, 02:50 AM
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