Timeline for How to seamlessly handle multiple procedural 2D levels in Unity3D?
Current License: CC BY-SA 4.0
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Oct 12, 2019 at 17:54 | answer | added | bandybabboon | timeline score: 1 | |
Oct 12, 2019 at 15:30 | comment | added | Pikalek | Very often, the only way to know if the performance is going suffer is to measure it. I've seen numerous instances of brute force solutions in game dev that are theoretically terrible, but in practice work more than well enough. | |
Oct 12, 2019 at 14:34 | comment | added | Tudvari | Update: Yes, I found Thread.Priority. Then I will experiment with your approach. Thanks! :) | |
Oct 12, 2019 at 14:31 | comment | added | Tudvari | Well not really about the implementation, just need a solution. Is there a way to slow down, lower priority of that other thread? I'm afraid that if it would run at maximum efficiency, the main thraid would suffer. | |
Oct 12, 2019 at 10:45 | comment | added | DMGregory♦ | Every single one of these solutions could work just fine, as well as 4. Approach: generate the connected level(s) on another thread while the player is playing this one, then instantiate one when they reach the exit. Which one you choose is up to you. If you have implementation questions about making your preferred option work well, you should edit your question to ask about that one topic instead - eg. if you want to ask about saving levels, you'll need to show use what kind of data you're saving. Be sure you've read other Q&A on those topics so you're up to speed. | |
Oct 12, 2019 at 8:18 | comment | added | Tudvari | I use my own one and an average map takes 2.5 seconds. But it hasn't been optimized yet. | |
Oct 12, 2019 at 8:09 | comment | added | Philipp | What algorithm are you using to generate your levels? Most algorithms I experimented with were surprisingly fast. Generating a level on the fly was usually not a problem. How long does your algorithm even need to generate a new level? Have you benchmarked it? | |
Oct 12, 2019 at 8:00 | history | asked | Tudvari | CC BY-SA 4.0 |