Hi Shaun,

Ahem...The game does dispose of levels before loading a new one after
all. Besides loading the new level map it has to dispose of sound and
music objects as well as other game objects and recreate them with the
new level data.

On 12/5/10, shaun everiss <sm.ever...@gmail.com> wrote:
> hmmm making things to scale would be something I'd like to keep.
> Though I wander if you could have things in modules then load what
> you need on demand and unload what you don't need.
> You probably don't need all levels loaded, and after the logo has
> played and the menu and after all that  you can probably unload that
> load the level, run that load and unload the next one and so on.
>
>>Hello everyone,
>>
>>I was wondering if some gamers and especially other game developers
>>could give me their input on this matter. Tonight I am sitting here
>>doing a bit of work on the Genesis 3D engine when it ocurred to me I
>>might be doing things the wrong way, or at least I don't have to do
>>things the way I'm currently doing it.
>>
>>You see, when I draw a map of a game level I draw everything in it
>>completely to scale. Like if I draw a chasm or lava pit, and let's say
>>it is 10 feet in length, it ends up using at least 10 elements of the
>>array to hold it in memory. Now, obviously the larger the level the
>>more memory the game is going to use because everything is drawn
>>completely to actual scale. This would be fine for games where the
>>levels are small, where the levels are restricted to a 2d world, but
>>tonight while working on the engine and creating a test level for Star
>>Wars Mysteries of the Sith I soon realized that in order to draw 3d
>>levels according to actual scale would be huge. Oh, the computers of
>>today can certainly handle it as memory is no object its just the
>>principle of the thing why create a (100, 100, 100) 3d array to store
>>the game level when I could acomplish the same thing with a (10, 10,
>>10) array that has everything scaled down by a factor of 10.
>>
>>So to use my earlier example the chasm that is 10 feet in length would
>>be reduced to 1, and therefore would only use up 1 element in the
>>array. Therefore instead of the player taking a step of 1 he or she
>>would move only 0.1 units per step. Things like that basically means
>>that I could make the level 10 times smaller, saving memory, and still
>>draw large objects and rooms.
>>
>>However, scaling things down isn't without its problems either. For
>>example, since you can't store anything in an array that is smaller
>>than 1 unit in size a door that would normally only be two or three
>>feet wide would now be 10 feet wide because that is the smallest I
>>could make it and store it in the array. Same would go for chasms,
>>fire pits, and anything else. Basically, I'd have to make the jumps
>>longer in order to clear a trap that was only three or four feet
>>accross, but thanks to the weird skaling and technical issues with the
>>array would be no smaller than 10 feet. Any thoughts on this?
>>
>>Cheers!
>>
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>
>
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