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Divide the game world into smaller chunks: Split the game world into manageable sections, called cells or chunks, to improve performance and resource management.
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Add a "use world partition" property to Node2D/Node3D: Create a property that allows you to specify whether an asset should be part of the world partition system or not.
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Map assets' global positions to world cells: Assign each asset to its corresponding world cell based on its global position within the game world.
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Load and unload world cells based on player position: Dynamically load and unload world cells as the player moves through the game world to optimize performance and memory usage.
4.1. Preload world cells for special events: Load certain world cells ahead of time when needed for specific events or situations.
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Generate top-down screenshots of world cells: Create visual representations of each world cell to help with level design and debugging.
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Allow users to lock cells for editing: Provide a feature that enables locking specific world cells to prevent accidental changes during editing.
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Use ResourceLoader and ResourceSaver classes for loading and unloading: Utilize these classes to manage the loading and unloading of world cells and their associated resources.
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Minimize stuttering with threads: Use multithreading to perform loading and unloading operations in the background, reducing stutter and improving overall performance.
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Apply frustum culling: Implement a technique that only renders objects within the camera's view frustum, further optimizing performance.
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Implement occlusion culling for 3D games: Add another optimization technique that prevents rendering of objects hidden behind other objects, improving performance in 3D games.
Last active
August 6, 2024 12:48
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