![]() ![]() While it seems like there's countless objects, there's rarely more than 20 processed at any given time. GTA2 could easily handle around, IIRC, 300 simultaneous objects depending on CPU power of the time. Then each tile searches the surface in their section and becomes the shape that most accurately approximates the status of the surface. ![]() The easiest way is to have the deform done to a surface, and to divide that surface into a ds_map/grid of tiles, perhaps 8x8 each, that contains a "shape", such as a vertical wall, or 45 degree angle. Is Cortex Command supposed to be that slow? That's not a problem with terrain physics - check out a game called Clonk, that game has free form deformable terrain including liquids simulation with no slowdown - and it was made 20 years ago. since the max size of game maker is 2D array for example, you go 4 x, and 500000000000000000+ y. in games like Terraria and King Arthurs Gold, how do yiou keep track of large tile worlds with interactable tiles, just store every single tile into an array, and loop through the array positions with compare against current entitiy pos values to decide what happens? how do you do this without slow down? divide the world and array into cells?Ĭell zone 4 which connections to 3 and 5 and (for above and below) Top 4 and lower 4 or 4.4 and 6.4 is within array zone 4, 5X (i.e. Program all the traffick by hand?Ħ.C how do you do ragdoll physics sensitive/enable animations like this, and implement them all from scratch?:ħ. They even seem to move around as if going to places and preforming tasks. and what limitations do you face, or design structures need to be implemented to keep it optimized enough to run with decent frame rate? With all those pixels.Ħ.B how do you create a lot of pedestrians like in Grand Theft Auto without alot of slow down? Theyre is always a ton of them every few city blocks and sometimes even in certain areas and it never lags a ton: I am very interested in wanting to understand the concepts of few game types which I will provide examples for:Ĭortex Command particle real time physics processing, and world pathing in a real time pixel world: ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
January 2023
Categories |