BlackHornet
Member
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Brainstorm: Generic Level Generation
I wonder if following is possible:
In Editor you create a world with 9 Individual Areas, lets call it Chunks.world
following xy-layout ( o means Area 0,0)
When starting your game, you randomly choose 4 of those chunks to create a new world in memory
i only want to load a single area from a world file into a new memory based world (could use WORLD_FULL)
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(This post was last modified: 01-17-2012 01:50 PM by BlackHornet.)
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01-15-2012 01:03 AM |
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BlackHornet
Member
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RE: Generic Level Generation
hm, because nobody seems to really know an answer...from a theoretical point of view:
Would I have to create my level-chunks as an Object, that will be loaded and added to the game at runtime instead?
Terrain or groundmesh would have to be part of the Object than. I dont see any other solution for this kind of "level generation", EE::World dont allow adding areas from other worlds, so a "randomized" world isn't doable.
Right?
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01-16-2012 04:34 PM |
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Tottel
Member
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RE: Generic Level Generation
How about making each area a different world? You can load new worlds without any effort; much easier then you would load the different areas.
The only downside I can think of right now would be the editing: You would have to open/close a lot of worlds.
(This post was last modified: 01-16-2012 04:53 PM by Tottel.)
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01-16-2012 04:52 PM |
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BlackHornet
Member
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RE: Generic Level Generation
this on one hand, and you would have to use portals on the other hand, what i would like to avoid and have a seamless "rendomized" level...
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01-16-2012 06:02 PM |
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BlackHornet
Member
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RE: Brainsorm: Generic Level Generation
hm, one problem in that case could be chunk based events, but this could be feasible when you can attach "runtime-scripts" to an object...maybe the luabind could do the trick, but not sure actually...
Dryklin what do you think?
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01-17-2012 01:53 PM |
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BlackHornet
Member
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RE: Brainstorm: Generic Level Generation
Nobody else ever thought about this?
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01-20-2012 02:45 PM |
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impi
Member
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RE: Brainstorm: Generic Level Generation
I have suggested it a few times, and put in a feature request to allow visibility across worlds - so you can stand near the edge of one world and see the next, then you can create procedural and random worlds, as you are asking etc.
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01-22-2012 12:05 AM |
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BlackHornet
Member
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RE: Brainstorm: Generic Level Generation
hm, still no usable solutions, I think I will have to use UDK for my project then :/
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01-26-2012 10:38 AM |
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Esenthel
Administrator
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RE: Brainstorm: Generic Level Generation
you can always manually create a mesh for each area, and manually load it draw it (same goes for phys body)
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01-30-2012 03:30 PM |
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BlackHornet
Member
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RE: Brainstorm: Generic Level Generation
yes, but a mesh wont contain for example light entities. Prefabs would be a big plus to do so. Combine several meshes, entities (whatever you like, maybe object based scripts later) to one prefab and dynamically load this at runtime.
Could be done in another 'custom' editor, i think?
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(This post was last modified: 01-31-2012 08:54 AM by BlackHornet.)
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01-31-2012 08:53 AM |
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Esenthel
Administrator
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RE: Brainstorm: Generic Level Generation
you can build the world (in world editor)
then make tool that - loads all world areas in the game (from builded world, Game::World.New), iterate all areas and extracts their data using C++ Game::Area::Data class, and save to custom file format
then in the game you can dynamically setup/load data (meshes/objects) from your custom file format
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02-01-2012 03:01 PM |
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impi
Member
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RE: Brainstorm: Generic Level Generation
(02-01-2012 03:01 PM)Esenthel Wrote: you can build the world (in world editor)
then make tool that - loads all world areas in the game (from builded world, Game::World.New), iterate all areas and extracts their data using C++ Game::Area::Data class, and save to custom file format
then in the game you can dynamically setup/load data (meshes/objects) from your custom file format
This sounds like a square peg in a round hole.
Seriously, you need to think about a way so users can build really big (often dynamic) games / applications.
Again, if you allowed a concept of visibility across neighboring worlds, this would solve many issues : allowing building of dynamic terrains, unlimited travel, and MMO server balancing (different worlds can run on different servers).
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02-02-2012 12:11 AM |
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