Block Game Template - Procedural Generation Test

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  • เผยแพร่เมื่อ 11 มี.ค. 2016
  • Yesterday, I switched my world generation algorithm to be all at run-time. Enjoy :p
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ความคิดเห็น • 10

  • @koolbrosMK
    @koolbrosMK 8 ปีที่แล้ว

    Looks interesting!

    • @AngryBO2Gamer
      @AngryBO2Gamer  8 ปีที่แล้ว

      +koolbrosMK Glad you think so :)

  • @MegaMan88339
    @MegaMan88339 8 ปีที่แล้ว

    It would be realy interesting to know how you didi this :D

  • @Rage7785
    @Rage7785 8 ปีที่แล้ว

    Very nice!!
    A friend and I are toying around with the engine and doing something similar. I am very interested to know what your solutions were to some of the problems we have had and are having at the moment!!

    • @AngryBO2Gamer
      @AngryBO2Gamer  8 ปีที่แล้ว

      Thankyou :) What sort of problems have you been having?

    • @Rage7785
      @Rage7785 8 ปีที่แล้ว

      AngryGamerTV
      Well it took me awhile to figure out, how to get the blocks spawned correctly. Which at the moment i either spawn from and actors construction script, or more recently from the level BP. I use a loop with a max x y and spawn Hierarchical Instanced Static Mesh Components. That seems to be working nicely. It seems to be capping out at 250 000 blocks and Im not sure why. I got culling working and with 750k + blocks.The performance stays very good. But the map loading time is allot. At the moment im not sure whats the best way ( and from where) to spawn the blocks in the map.

    • @AngryBO2Gamer
      @AngryBO2Gamer  8 ปีที่แล้ว

      I'm not sure if you've seen my other video (Block Game Template Perf. test 3), but I just spawn instances as you do, with 1 component per block type per chunk.

    • @Rage7785
      @Rage7785 8 ปีที่แล้ว

      Ive watched all your tutorials yeah :)
      Ok cool, so do you generate everything from map start? ( to maybe eliminate loading into the map) also do you have allot of chunks, of blocks, that you somehow cull?

    • @AngryBO2Gamer
      @AngryBO2Gamer  8 ปีที่แล้ว

      Sgt. Rage I generate everything at run-time (Except for a few things that don't make any sense to generate at run-time, such as tree locations), which allows me to instantaneously load the map. The world size I have been playing around with is 20000x2000, which comes out to 400,000 chunks, and 120 million blocks. I just load/unload chunks as the player moves around.