Please note, we are aiming to set Unity Answers to read-only mode on the 31st of May in order to prepare for the final data migration. When they reach one, they go to the next. 1) The closest thing to a linked list Ive used in my career has been a waypoint system - AI guards patrolling around a series of points. I am making a game based on a grid Technically hex, but thats irrelevant The grid may be as large as 80x80 6400 individual tiles. Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta later in June. Well, some of these are common in game development, and some just arent. location saved would create insanely large save files. Update about the future of Unity Answers. What would be a good way to save such simple data, similar to how Rimworld did it? 500x500 maps are huge on their own since every single grass already has to keep data about itself, and doing the same way of saving for things which only need e.g. However, every other object which needs to hold any significant data is saved like this: Support for loading Unity assets from Resources, AssetBundles and Addressables. The way Rimworld does this (according to their save file and based on my understanding), is that it somehow converts all of that grid data to one giant string, which at runtime is then "de-obfuscated" and loaded back as actual floor tiles. BG Database is a in-game data management system for Unit圓D game engine. Combining Esris global imagery and elevation services directly in Unity. Esri provides a global elevation service that you can consume to bring real world elevation directly into Unity. However, on that base layer, you can place floors and other things which by themselves don't hold any extra information. ArcGIS Maps SDK for Unity allows you to specify an elevation source to help add a 3D context to your app. Question Storing data for a grid based system. My map has multiple layers, the base layer is procedurally generated from a seed, so I can just save that seed and regenerate that terrain without having to save all of the tile data. I'm trying to recreate the grid system from RimWorld, and I'm facing an issue when having to save the map, which can be up to 500x500 tiles in size.
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