Loading for big-project

Ideas for Game Editor evolution.

Loading for big-project

Postby Azou » Tue Oct 07, 2008 11:13 pm

Yeah!
Let me explain this: can we have a code which loads game data when the project is big?
With that,the game won't be slow when we play it.
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Re: Loading for big-project

Postby makslane » Wed Oct 08, 2008 1:20 am

Have you tried use activation regions?
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Re: Loading for big-project

Postby Spidy » Wed Oct 08, 2008 5:24 am

can u explain more about activation region makslane please :roll:
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Re: Loading for big-project

Postby makslane » Wed Oct 08, 2008 12:48 pm

Actors inside the 'Activation Regions' are loaded only when the view intersects the region.
The load process was projected to be fast.
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Re: Loading for big-project

Postby BlarghNRawr » Wed Oct 08, 2008 11:41 pm

just put an activation region around each level or thing to be loaded and thats it
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Re: Loading for big-project

Postby j2graves » Thu Oct 09, 2008 12:06 am

that's what I do
No games to my name...
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Re: Loading for big-project

Postby Bee-Ant » Mon Oct 13, 2008 4:36 am

I use separated level/stage in big project...and use no ActivationRegion.
But it seems I will use it on my current project :mrgreen: because too slow when in window mode :oops:
Changing the framerate just make it worse :roll:
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Re: Loading for big-project

Postby Azou » Tue Oct 14, 2008 3:55 pm

Oh,Ok! :D
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Re: Loading for big-project

Postby Troodon » Thu Oct 16, 2008 10:43 am

Sorry about semi off topic but what about a game where you have huge map where things should happen even very far from the view. I mean, the game concept wouldn't work if I'd use the activation regions because the idea is that you can build colonies far from the capital city. And a colony should for exmple produce wood even when you are in the capital. Also, long distance ships should really go from A to B so I couldn't load separate ged-files to simulate different continents/islands.
Would GE load the events faster if everything was invicible when not in view?
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Re: Loading for big-project

Postby makslane » Thu Oct 16, 2008 11:23 am

Good question. In this case, you will need to use a big activation region or avoid to use activation region at all.
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Re: Loading for big-project

Postby Bee-Ant » Thu Oct 16, 2008 5:52 pm

So this is why you're not online?
A project huh?

Well,i think its posible to use "separated-level" system. Using..argh..how to explain! I will make a demo.
Oh yah,the kind of game is platform or rpg?
Have you inactive all unimportant actor?such as background?
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Re: Loading for big-project

Postby Thanx » Thu Oct 16, 2008 6:29 pm

Another way of doing it is creating a separate engine to handle these events, the engine should be in some actor always on screen. Or do these events depend on collisions?
If so you could also turn the map into a grid, and use different grid position data to determine when the actions have to be done. This way you can make small activation regions...
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Re: Loading for big-project

Postby Bee-Ant » Fri Oct 17, 2008 12:00 pm

Do you mean with engine is an actor which control everything???not everything, but it controls most event...
such as saving and loading vars, pausing, unpausing, changing the value of global vars, etc...
Why dont you just use "view" as the engine???
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Re: Loading for big-project

Postby Thanx » Fri Oct 17, 2008 12:50 pm

I didn't say you have to make a separate actor for it, the point is it's an actor that never gets unloaded.
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Re: Loading for big-project

Postby Azou » Fri Oct 17, 2008 1:22 pm

Well,i have a question:
I followed the general advice(which was to use Regions.)
But,can we have
Collision/Any Side of Actor/Show activations regions ?
Cuz,my project is slooow!
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