First thank you guys, Mike and Rez, for a great book with working resources. Teapot Wars built and ran for me which I find rare for a Game Dev book.
I have a question that I know doesn't have a "right" answer, but I would be interested in people's ideas.
What do you do with agents in a simulation type game when you are streaming the terrain?
If I just loaded them in after the terrain, they would have somewhere to walk but they wouldn't have been doing anything. If they are there from the start they'll either fall forever, or if there physics is off won't be able to interact with each other.
I've thought about having a lower resolution version of the terrain, or collision that's kept in memory for each vicinity where there is an AI agent...
but then that idea falls apart if they would try to path to each other because there is nothing in between them.
I guess another idea is having them only exist in a database.
Any thoughts?
I have a question that I know doesn't have a "right" answer, but I would be interested in people's ideas.
What do you do with agents in a simulation type game when you are streaming the terrain?
If I just loaded them in after the terrain, they would have somewhere to walk but they wouldn't have been doing anything. If they are there from the start they'll either fall forever, or if there physics is off won't be able to interact with each other.
I've thought about having a lower resolution version of the terrain, or collision that's kept in memory for each vicinity where there is an AI agent...
but then that idea falls apart if they would try to path to each other because there is nothing in between them.
I guess another idea is having them only exist in a database.
Any thoughts?