Timeline for Loading encounters and collisions questions within 2D
Current License: CC BY-SA 3.0
4 events
when toggle format | what | by | license | comment | |
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May 3, 2018 at 2:03 | comment | added | DarkDestry | If the active chunk is not large enough for the enemies to spawn in and you require them to spawn outside the active chunk then you do need to load the chunks for them to correctly interact with the environment. But referencing rimworld, you can simple spawn them at the border of the active chunk and the player would be none the wiser. A simple trick is to apply fog of war to the parts that the player isn't aware of and simply spawning the enemy at the edge of the fog. This will reduce the simulation required to have the enemy wander into the player's view. | |
May 2, 2018 at 8:09 | vote | accept | John Cogan | ||
May 1, 2018 at 14:16 | comment | added | John Cogan | Many thanks for your quite detailed answer, lots to think on. Regarding the AI, I will be trying to simulate minimal items for monsters. For Example I would just want to spawn them randomly in an area they are capable of spawning (Sky, top of ground and in underground voids) and simply have them mill around within a given area and then simply have them take interest in the character when he/she is within a given range. For this obviously I would need to know the layout of the environment ahead, hence I assumed preloading. | |
May 1, 2018 at 11:37 | history | answered | DarkDestry | CC BY-SA 3.0 |