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Post by wayne_p on Mar 17, 2016 16:28:53 GMT
I'm new to game-creation software (but I have extensive programming experience), and I'm considering purchasing the Honey Hex Framework.
I want to develop battle-visualizations using large numbers of actors, some individually following scripted movements and others part of groups following scripted movements. I'm going through the Unity tutorials now so I don't yet have a feel for how do-able this will be in Unity. After seeing a demo of Honey Hex, I have a feeling this may be more "do-able" using your framework. And the terrain-building definitely looks superior.
So can you tell me if Honey Hex will be the right direction for me, and if so suggest some methods for accomplishing this, and possible paths forward for me? Also, would there be any problem with giving the user the ability to move the camera around the scene?
Thanks in advance!
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Post by khash on Mar 17, 2016 23:49:25 GMT
Hi! I think your problem is much more complex than "honey or not honey" The fact is that honey does not require a lot of processing power to display is definitevly an advantage but managing many simultaneus actors is challenging and its more of the techniques vs engine question. How would you manage pathfinding for all those actors? would you do something like implementation of A* features? (http://arongranberg.com/astar/) then again you want to have models which animate and all are lit and rendered? All those processes are heavy by itself and if you combine them with "many actors" it grows to something what usually requires experts on the field to do it correctly, and often custom engines! For example animation could be shared by many actors if you could override this part, the same for grouping pathfinding and making core AI aspects which are done in one place. You need to remember as well that all Unity related stuff is done on one thread, so you need to push as much as you can into pure logic and then spread it to threads. Mabe even decide to do pathfinding rarely and then extrapolate or otherwise smoothen results? Mabe you can preplan movements? Also remember that you cannot do much about what is done on rendering if it have to be produced live but for example all old games used prederended characters and displayed spritesheets instead of animating it live. This is only tip of the mountain and I wish you best luck if you really want to have simultaneus armies movement, it is definitevly great learning topic with every bit being a challenge I wish you like honey as well as it uses some tricks of its own to acheve what it does, but sadly it will not help you (nor stop you) toward your target. I found it working faster than even simplest unity terrain for my purposes (about 30% better) so it might be good for those extra clock cycles but your usage might differ.
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Post by wayne_p on Mar 18, 2016 16:42:45 GMT
Thank you, khash.
Obviously I have much to learn and consider - thanks for your helpful statements. Sounds like for now, in my case, handling simultaneous armies is a bigger issue than (and separate from) the terrain question, and I will pursue that issue first.
Thanks again!
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