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Showing results for tags 'open world'.
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I've been working on an open world project that involves a lot of loading and unloading of assets. (A virtual museum of Earth history.) SceneLoader.LoadAssetContainerAsync() seems to be the only means of tracking which and when new assets have been loaded, as SceneLoader.LoadAsync() returns only the current scene. Where I'm running into trouble is the end of the life cycle. AssetContainer does not have a dispose() method. My attempts to manually create one have thus far ended in halt & catching fire. The removeAllFromScene() method will dispose of the assets* but I'm still left with an AssetContainer object from every SceneLoader call. If I clear the assets in a different way, the assets won't garbage collect, because the AssetContainer itself still references them. Has anyone worked on a similar scenario? How did you manage large volumes of load -> use -> forget? *AssetContainer.removeAllFromScene() seems to have a problem removing instanced objects, but I've been too lazy to create a proper bug report. I promise I will!
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I have finally finished one of my careers biggest games yet. It's a game meant to showcase the company I work at: Brandlift. It encompasses 1 big world and 9 minigames and 9 playable characters. Be sure to keep music and sound effects on . It has 3 different resolutions: 1920x1080, 1280x720 and 960x540, which is chosen depending on your screens size. Hope you enjoy! http://brandlift-ssl.eu/bl_game/
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Hello. I am here because I want some thoughts or feedback on a hobby project of mine. I have had the idea for the project for many years, but the actual end goal and what technologies to use to realize it, has changed over time. I have not really felt it was possible to carry out the idea until now. The project is my hobby project, and I don't want it to become a commercial money driven project. I refer to it as "by developers, for players and developers". I want to try to work towards realizing the idea, whatever size or speed. So if I am the only one interested, I can continue to have this as my little hobby project. If any developers like the idea and want to be a part of my hobby project, that's awsome! The project The basic idea is fairly simple. Create a persistent, super-flexible open world using web technologies. The concepts by themselves is not new, however I think there is very few projects out there doing something like this, at least this way. Since I am hoping this might become a hobby project for more people than me, I have tried to build the whole thing as an open source project, at least something close to it. If you want to read more about the project, please visit nothing.rocks where you will find more details. For now, I am mostly curious about what people (developers knowing web technology and its potential) think about the project. About me, I am a 35 year old web developer, have been interested in web development since last millennium, and have worked full time as web developer now for 10 years.
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Created my first app/game! There's a demo version, and a paid full version. The only difference is in one you can save and in the other you cant (as it's a demo...) - The demo is a try-before you buy sort of thing. The game is a text adventure, though trying to bring something fresh to the genre. It's heavily inspired by Minecraft, the game is an openworld sandbox. It's coded in HTML/Javascript though i used webview for the android game. If you go to play/download the game - PLEASE read the commands first otherwise you will probably be confused as to how to play. I will be giving the game updates and bug fixes weekly/every two weeks. I'm also working on a PC port of the game using JavaFX. Demo version - Click here!. Paid/Full version - Click here!. Attached some images of the game below.
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Hello there, I was asking my self what are babylon's limits ? Can i imagine to build an fps open world game with forest, mountains etc ... or is it impossible ?