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I came up with a new ingenious way to optimize games?
I tell:
The camera is on top (isometry). We attach a collision to the camera (or to the player) (along the camera capture area).
We divide the large map into squares with a collision. When a collision collides with a camera collision, we load the map block. On this block of the map there are not objects, but blanks.
When a camera collision collides with a dummy collision, load an object that's in the dummy
I'm a genius?
Does it make sense?
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Hooray, you invented dynamic loading of locations.
I also propose to pay attention to such a round object, on which you can hang an axle and carry something on it. I don't know what it's called, they haven't invented it yet.
And the camera movements will be jerky PPC because loading the object will devour resources.
And frustrum culling for rendering already exists.
A genius insofar as he somehow taught the engine to do what it cannot out of the box. But there are questions.
Because the game is isometric, the lower levels of detail are irrelevant. And in the usual 3D - more than.
Isometrics are usually not so detailed that loading is needed especially often - you need something like "when approaching a sublevel, load it."
If the engine does not support background loading, everything will be fine with it, will the player experience any slowdowns?
Is the multiplayer all right?
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