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"Loader" Gadget: optional loading of elements

  • TheBeardyMan

    I remember suggesting something similar to this in the previous incarnation of the forums - the "Variant Element".

    Similar to an Emitter, but with a few extra tweaks - a text field to name a persistent variable, and an expandable table mapping values to Dreamiverse elements. At scene load time, the value of the persistent variable would be used to look up a Dreamiverse element in the Variant Element's table, and for the remainder of the scene it would function as an Emitter for that element.

  • TAPgiles
    Great answers

    Yeah I think we talked about this idea on there. This is just a variation I guess. But one of them well actually get through to Mm... in theory. XD

  • Skn3--

    Definitely agree with this. Its not just for player choice stuff either. You might have some very heavy logic chips that calculate the level at start. If you could load and free these from the thermo then it would leave more space for the actual game runtime elements.

    I don't see why it would be such an issue to have stuff loading in on the fly. If you try and load a new element and there isn't enough thermo then it will just not happen. Much like the way the emitter will just stop emitting if you overload it! As long as the gadgets give outputs for "is loading", "has loaded (pulse)", "failed to load (pulse)" then leave it upto the user to work it out. 

  • TAPgiles
    Great answers

    The other thing to think about though, for live-loading... is when a sculpt is loaded that's not already built into memory, it would have to build that. Which most likely will freeze the entire game while that is building. Perhaps that's a reason they didn't want to do this kind of thing.

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