How do I manage thermometer ingame?
So this question is especially interesting for people who want to create big open world's. In LBP there was this trick where you emit objects and scenery when you need them and destroy when leave the area. The thermometer would only rise on because of the amount of stuff present int the scene. Everything that was stored inside emitters was not affecting the thermometer.
In dreams this it's different. Objects are not 'stored' inside emitters. It seems almost as if they are just turned invisible and the emitter turns them visible. The thermometer also doesn't change. In fact, if I saved one complex sculpt inside an emitter and saved that emitter inside another one, the graphics bar rises with 1%.
Going back to my question. Is there a way to manage the thermometer outside the editor (ingame) to preload assets for open world's for example.
thank you
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Objects in an emitter still have to be loaded into memory. So it makes sense that they would affect the thermometer. Not sure why it wouldn't, in LBP. Maybe it was a bug or something?
For making huge areas, there are a couple of techniques you can try using:
*Live cloning*: https://indreams.me/guide/palette-glossary/assembly/tools/clone
To make a live clone, use the "two sheep" clone tool and check the "live clone" option. Now, when you clone an object/group, it uses the same piece of memory. So you can make a gazillion live clones and have very little impact to the thermometer. Note that if you scope in and edit one live clone it will affect all other live clones of that same object. This can be useful, but you should be aware of it.
In streams, they've shown how you can make a cube with different things on each side. Then they turn it around in different places to make very different looking things, all out of the same object. If you do this with live cloning, it can be super easy to make a huge world that looks very different as you walk around it, with only a few objects in memory and very little thermometer usage.
I think this is probably how emitters work; they make multiple "live" copies of the same object, and thus don't bloat out the memory a ton when emitting a lot of stuff.
*Multiple scenes within a game linked with "doorways"*: https://indreams.me/guide/palette-glossary/assembly/components/gameplay-gear/doorway
You can also organise your huge world into multiple smaller areas, and link them using the doorway gadget. As I understand it, you trigger a doorway gadget to send the player off to a specified location that you hook up in the "game" view (where you stamp down levels and add wires to connect their doorways to each other).
If you do it right, the interruption to gameplay and exploration can be minimal. And it gives you even more space (and multiple thermometers) to play with. -
The LBP technique of emitting and deleting chunks of ground is still useful for managing frame rate but doesn’t help you load more stuff into a level.
As Supposer surgests, cloning is your friend for making large cheap spaces. Also using strokes can add a lot of movement and texture to a scene and it’s super cheap. Embrace the loose :) -
Thats disappointing. That means seamless open world games will be extremely limited to size. If they are even possible at all
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Does making objects visible/invisible help with framerate< or would I have to emit it? I’m thinking about fairly large items - race tracks - and emitting them could be a pain if I have to tweak a lot.
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