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Game Levels

PostPosted: Fri Dec 05, 2003 12:30 am
by nz17
Makslane, in the documentation for GE, you mention that Activation Regions can be used to make multiple levels in a game. Could you explain how this would work?

PostPosted: Fri Dec 05, 2003 1:02 am
by makslane
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.

Ah Ha!

PostPosted: Fri Dec 05, 2003 6:55 am
by nz17
Thus making the game run better because it is using less resources and things off-view are not trying to intercept what is on-view. Thanks a lot Makslane -- this is really going to help my "Documentation Project" and game. Your explanation has cleared away my confusion.

PostPosted: Fri Dec 05, 2003 8:12 am
by makslane
Really, with Activation Region concepts, the multi level game works like a multi file game and it's made without a multi level editor.

Just delimit your levels with Activation Region.