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Re: Continuously-Loading Gameworlds | |
Posted By: Ohso <iohso@hotmail.com> | Date: 12/17/01 6:28 p.m. |
In Response To: Continuously-Loading Gameworlds (butcher) What about using a slightly different idea? Loading several discreet chunks at a time forming a complete area around the player. In the diagram below. Imagine each number to be a square shaped region -I'd use hexagons, but squares are easier to do in text. ;) 123 456 789 Now, as the player moves and leaves region number 5 and enters say area 4, new regions are loaded and old ones dropped like this: A12 B45 C78 If the scale of the areas are worked out ahead of time before level modeling, you could avoid the AI issue and the physics issue by preventing the player from ever getting that close to an unloaded region. Of course the bigger the regions, the more realistic your world could be, but the more processing power required... What do you think? You'd have the benefit of discrete loading instead of continuous, but still allow for seemless movement. : You can absolutely do this - in fact, many games these days use some form of
: The reason that it's not done more often (or more completely) is because
: And there are worse problems. Consider an elite that sees you from a hill who
: This is why Halo loads its environment in discrete chunks rather than
: - butcher
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