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How do I manage thermometer ingame?

  • Supposer

    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.

  • mmdev7

    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 :)

  • Denjo92

    Thats disappointing. That means seamless open world games will be extremely limited to size. If they are even possible at all

  • MrKlawUK

    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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