@Lee : uhmmm as you mention loading times: one thing that always strikes me funny is the "creation of AI Obstacles" in loading/compiling a level.
Frankly speaking: whatever GG does there , couldn't his be moved to SAVING the level and stored in a sort of pre-compiled state,
to be loaded in at LoadLevel Time (hopefully faster) ?
It IS the exact same construct everytime the level is being loaded, as long as at least certain parts of the level aren't changed, right ?
But: Ideally this should be an option, because
For testers/players:
IF "precompiled AI Obstacles construct grafting" IS faster, these users would profit with every initial load.
On the other hand, DEVELOPERS would possibly suffer with every intermediate save, if the feature is not optional,
because most likely, they are saving much more often than loading, I suppose.
WIth "create standalone" such a feature could be defaulted if it proves useful, because after that, only loading is to be expected.
Could loading of "AI obstacles " also be done by its own thread, possibly , further decreasing total load times?
Not sure about player saves - it is well possible that the "AI obstacles" are subject to change through player interaction, I don't know.
Mabe, it would even be possible to maintain a saveable "delta" that gets loaded additionally at the next load on top of the initial
taking care of player interaction ?
Lee, I know you are busy withj DX11, so, it is probably the wrong time to bring this up, and/or maybe, my imagination of the "Creating AI Obstacle" phase is all wrong.
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