6 ms·
We use pretty much the exact same concepts in SimAirport [1] and it generally works quite well. As with many of these types of 'scale' problems, invalidation b
by adanto6840 9y ago
We use pretty much the exact same concepts in SimAirport [1] and it generally works quite well. As with many of these types of 'scale' problems, invalidation becomes a bit tricky but on the whole it has allowed us to scale the game much better than anything else that we looked at.
Still a lot of work left to scale the remainder of the game (performance-wise), though.
Edit to add: It's also tricky when there are bitmask scopes of availability (is agent secure? is agent first class passenger? is agent a staff member with a badge? etc) and traversal-abilities; and then when you want to add in better heuristics to achieve neat stuff like moving walkways, etc. =)
1 - Disclaimer: Am one of the two devs of SimAirport. http://store.steampowered.com/app/598330 http://store.steampowered.com/app/598330
- drewmate 9y agoThis game looks neat. I see you've got some custom aircraft/airline support on the Steam workshop. Do you have any plans for greater mod/plugin support?
- adanto6840 9y agoYeah, eventually we'd like to allow full support -- though shorter term the plan is to expose all the 'config' stuff basically. Long term the goal would be to let you import custom code/assemblies and pretty much allow modders to have at it!
- drewmate 9y agoThat's great! I hope it works out that way for you and your community. I'll probably get the game when I get back to my gaming PC after the holidays. Please add me to the short list for early mod testing when you start to roll it out. This seems like the kind of thing I could really get in to.
- adanto6840 9y agoShoot me an email -- arthur@simairport.com -- anyone else interested in mod testing, or especially anyone that has experience with squeezing every last bit of performance out of C# / multi-threaded game dev / etc. =)