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Playing around with near real-time Map edititng


Einlander

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While crawling around on the internet I found this video

the relevant part starts at 3:36.

 

Realtime level updates are something many engines have, but since I'm not using those engines it never was something on the forefront of my mind. After watching the video I wondered how close I could get to implementing something like that in Leadwerks. The solution I came up with is brain-dead simple. I load a level and a camera, and after a time limit reload the level and place the camera where it was.

 

 

This is video basically shows what I created. If someone was feeling very ambitious they could probably write a script that will reload each model without reloading the level, but I have a feeling it will break many of things.

 

in game auto update.lua

 

Image of it in action

 

6uvqTiw.jpg

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This would be cool if the map format was open to us. The script could then just look for when the map changes, and then could go inside of it and load just the changes which would be pretty cool. Reloading the entire map is interesting but still has some limitations. If the map is large it'll take a long time and won't save you much. If your game has an entire sequence thing going on it'll start all over with everything. This is cool though and brings it to the forefront of people's mind.

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Interesting that you can do this but I don't there would be much benefit editing in realtime and I don't think it would be worth the performance trade off. It's pretty quick to just hit the play game button and playtest as-is.

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@xtom, it's more for building the level, it's near useless for play testing. It also opens up the option of collaborative editing.

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If one could ONLY dynamically load the changes this could be a lot of benefit for play testing ones designing. Imagine a sequence that needs to happen and being able to change and reset that sequence while keeping all other things equal. That could save time. It's like you're play testing and during the play test you realize something isn't right in a certain area. You tweak it, that gets reloaded, and you test it again in real-time without restarting the game and having to possibly start all over in what you need to do for that sequence. That's pretty powerful.

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If one could ONLY dynamically load the changes this could be a lot of benefit for play testing ones designing. Imagine a sequence that needs to happen and being able to change and reset that sequence while keeping all other things equal. That could save time. It's like you're play testing and during the play test you realize something isn't right in a certain area. You tweak it, that gets reloaded, and you test it again in real-time without restarting the game and having to possibly start all over in what you need to do for that sequence. That's pretty powerful.

 

Maybe one day... That would require complete control of the debugger. You would need to be able to reload the entity keep all the runtime variables, and throw warnings when making changes that will crash the stack. I see this in a version 5 release.

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It's outdated I assume. I believe we've had map updates since June. But yes, good find as I forgot he posted that.

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It's outdated I assume. I believe we've had map updates since June. But yes, good find as I forgot he posted that.

I asked Josh if he could upload an updated one and he just put the file up. It's now at version 32.

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What if instead of the game app reading the map file a separate process that reads the map file sends network commands to the game app informing it what changes it needs to make? That would be cool! Just brainstorming ideas :)

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