Savenz Posted April 8, 2021 Share Posted April 8, 2021 Hi guys I am playing around with phaser 3 and came up with a few questions regarding map and world design. 1. Is there a recommended size when it comes down to loading maps into game? 2. Should I be scaling players down with reduced movement speeds so I don’t need a larger map? 3. Any tips when it comes down to performance handling of larger maps with interactive nodes. This is regarding similar concepts of moomoo and similar io game top down perspective views. Quote Link to comment Share on other sites More sharing options...
cuca Posted April 28, 2021 Share Posted April 28, 2021 Hi, don't take anything in this message as written in stone. I never used Phaser, all I'm going to say is based on previous experiences I had. 1. Using engines or not, usually there's no standard for this, given that in games with big worlds there will be lots of implementations to process just what's near the place, reduce quality for far elements (in 3d mostly, with level of detail), for instance. 2. Definitely not. You could, if you want, but it's not as a "you should/must". Be free to make your world as giant as you want. 3. I'd suggest reading and learning more about map chunks and the quadtree data structure. In short, the first can be used to load only the chunk your character is currently is plus some around them to prevent a "blank" map visible to the player. Quadtree could be used to stop processing instances that are far/remove its collisions and so. b10b 1 Quote Link to comment Share on other sites More sharing options...
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