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Too subjective and argumentative
Concerns about performance issues with infinite sized game
Hi, I am starting to make a top-down procedural generated game. I am aware of the precision problems with very large floating point numbers, and have seen the 'world moves, you dont' solution. My concern is that you will end up with a lot of objects being moved (all the world game objects) instead of just one(the player) and i dont know how easily the engine will be able to cope with that? Has anyone implemented this type of system?
A side note, could you get this system to work for with unity physics?
if you have unity pro there is something called occlusion curling. according to my $$anonymous$$chers it should help with that kind of stuff. maybe looking to making chunks in the game so you can unload them if there us no player near
Hi, I don't have unity pro sadly, and occlusion culling would only stop the rendering as far as i know. It wouldn't stop the objects from changing their transform.
Chunks would definitely help though, for all the stationary objects. Thanks
So why not destroy the objects that have been moved far away from your player? If they are procedurally-generated, you will preseumeably be able to regenerate them if the player decides to revisit that bit of the level?
But this question is not really suitable to UA - which is more suited to specific technical questions that have a clear answer. There is no single correct "answer" for a design question such as this - you could ask for opinions on the forum, or you could simply get on with creating your game and see how it performs.
Answer by meat5000 · Aug 15, 2014 at 01:27 PM
http://docs.unity3d.com/ScriptReference/Object.Destroy.html
Realistically though, Infinite Runners require Object Pooling.