Logic of why games are built this way?

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cbrunny

Diamond Member
Oct 12, 2007
6,791
406
126
some games do this. If I remember correctly, Dungeon Siege used to do this but it would not save where the dead bodies were if you were to exit & reload. As long as you didn't do that they would show. I think. Long time ago
 

BoberFett

Lifer
Oct 9, 1999
37,563
9
81
mister

try a bit of programming first you will see what i mean. It is all just variables. You put carx on tiley and so on..

I will try to explain again..
as long as you have the skin..textures all you need is the right algoritm to setup the right conditions for something to appear. It might be a car or a plant or a light source anything..
It is basic programming.

It's not just Car X on Tile Y. There are no sprites in 3D programming. Destruction of objects needs to be saved and loaded. Either that or the game has to re-simulate the exact events that led to the object being in it's position. In modern games cars lose hoods, doors, wheels. Each of those objects has it's own model and potential destruction features. If those items are sparse it might be possible, but you know everybody is going to crash 100 cars in one area and leave thousands of dead bodies lying there. 8GB of memory or no, CPUs and GPUs will choke.
 

BurnItDwn

Lifer
Oct 10, 1999
26,120
1,590
126
generally games that run with a persistent universe/world need to keep track of everything some how. So, you may need more ram, or, you may need like 2GB for 1 single save game... look at the same of dwarf fortress saves or minecraft world saves for example ...

This is fine for any serious PC, but, consoles, and very weak low end PCs cant handle it.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
mister

try a bit of programming first you will see what i mean. It is all just variables. You put carx on tiley and so on..

I will try to explain again..
as long as you have the skin..textures all you need is the right algoritm to setup the right conditions for something to appear. It might be a car or a plant or a light source anything..
It is basic programming.

I do program a lot, and while it may not be a lot of work, it does require programming. It doesn't happen on its own.

And if you save the conditions which lead to destruction, and not the actual debris, then you have to run the simulation every time you enter the area, which means either longer load times, or choppy play as they try and do it on the fly.
 

mooncancook

Platinum Member
May 28, 2003
2,874
50
91
Good point yes, but strictly speaking of the rendering of graphics, I think I made my point. Obviously everytime we are talking about a spawn the requirements of the hardware will increase. If you think of the car as an object yes and you should.
The object in itself do take up the same amount of memory with a broken windshield or not.
As for pathfinding. It should be an algoritm that takes into account all these factors or it will be a lousy one.

A broken building will take up more memory than a default building in term of save file. A default building at its default location does not need to be recorded into a save file. Now for example if window #3 on building #1 is broken and fall into the street and you need to save, you have to store the data that building #1 window #3 is to replace with a broken window texture/object, and store the data for the name of the object that fell into the street and its x,y,z coordinate and so forth. When you have tons of things in the game world that can be changed microscopically, the data can be huge and not worth the trade off. You may have to choose only save the state of some important objects but not every single little thing.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
generally games that run with a persistent universe/world need to keep track of everything some how. So, you may need more ram, or, you may need like 2GB for 1 single save game... look at the same of dwarf fortress saves or minecraft world saves for example ...

This is fine for any serious PC, but, consoles, and very weak low end PCs cant handle it.

Heck even sports games that are saving season stats, contract length and value, player moves and trades, coaching options, game options, created and customized players, league standings and schedule. Stuff like that take up 1GB or more in a save file. There's no data about persistent world there. I can only imagine if a game like GTA 5 had a destruction engine that recorded every change to every piece of the environment. The amount of required memory could be huge.
 

nightspydk

Senior member
Sep 7, 2012
339
19
81
I was saying if the object is allready there aka not a spawn, it does not make a difference it is just a replacement of textures.

Maybe guys you are what the americans call nitpicking hehe
 
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