At any given time, regions are being rendered. The maps in the game are created with a mix of hand-placed and procedural content. How it all works in a very brief nutshell: The hand-placed content and procedural systems get compiled in a Map Compiler. For each 32x64 block they generate procedural content and then Boolean that with the hand-placed data.
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The map compiler also compiles terrain data, as well as the navigation information for their AI systems. Finally, everything is streamed to players via Asset Bundles. It stores arrays of InstanceEntry, and is used for construction and delivery. At edit time, the extra code in the prefab stream allows for actions such as randomization. For a particular block the prefab stream can randomize a number of elements and create subtle variations on everything. Items, such as houses and vehicles are built up from smaller blocks that can be mixed and matched to produce variations on the same thing.
At compilation time, the prefab stream is broken into three levels of detail: objects can be assigned to high, medium or low layers so that some objects can be removed on low-end devices. This results in a huge reduction of the size of scene data that is streamed to users.
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- Anderida or The Briton and The Saxon V2.
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Characters in The Walking Dead: March to War are not seen up close; they are only 60 pixels tall with a limited animation set. A normal procedure would be to put a character into a texture, sample in the vertex shader and do all the animation in the shader. Instead, they converted the animations into mesh flipbooks. Then, they swap the mesh out on each character to animate it. However, this method requires a lot of memory. Navigation data is computed via the map compiler.
Raycasting is used to figure out where there is open space in the range that the characters are allowed to walk in. It takes into consideration objects such as overpasses, so characters can walk under them. The end result are 64x64 bits of data per region, tightly packed, so that the entire world works out to be about 1MB of data.
To write really fast and tight update loops, avoid using Update. In fact, you want to inline a lot of functions and really strip it down.
In a particle system you have an array of particles and you zip through the array, updating everything at once. What CPUs do really well is zip through memory in a linear order and process things. So, set up a big block of things that are all nicely arranged, run the same routine on them all, similar to what shaders do: they take a block of pixels and process them.
If you design your data to keep its size as small as possible, it will all cache efficiently, keeping CPU processing times as fast as you need them. And, the entire region of navigation data is less than 1KB.
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Consider amortization , as this is often easier than threading. However, if you do need to thread your code, it will be much easier to do so once your code is efficient and possible to amortize. They packed four luminance textures into one texture so that they had four general terrain types that could be used for a variety of terrain, based on what color they are.
For example, brown makes them look like dirt, green like grass, and so on. They used the luminance channels for height mapping and height-based blending, which resulted in nice-looking transitions. Finally, they applied the low-res Chroma layer to the luminance height map, to get good-looking terrains. The overall result was a x texture for the luminance data, and 3. Unity delivers unprecedented artistic freedom and faster production for film and animation projects. Create immersive 3D experiences for real-world applications at scale.
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