by makslane » Fri Dec 05, 2003 1:02 am
Imagine a platform game with 2 levels.
Put the two levels in the same. ged, but with different actors for the scenery (background...)
Now it is enough to define an Activation Region for the first level and other for the second.
When the executable of the game be created and running, only the actors of the first level (in the first Activation Region) will be loaded, as if they were separate files.
When your view intercepts the second Activation Region, the actors inside it will be loaded automatically.
When the view doesn't intercept more the first activation region, the not visible actors will be destroyed.