Product Chat / Reducing the loading times when loading "AI Obstacles" ?

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Duchenkuke
GameGuru VBOTB Developer
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Location: Germany
Posted: 10th Nov 2019 19:02
Title says it,

my game has really long loading times and the longest phase is when its loading the "AI obstacles"?

Can I somehow reduce that by a script? what does it actually mean?

AmenMoses
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Location: Portsmouth, England
Posted: 10th Nov 2019 19:51
Basically it means it is building the AI navigation map from all the static entities on your map. I thought there was a way of getting that saved with the standalone, i.e. run test game prior to save-standalone or something similar but I'm thinking you would need to have run all the levels of your game for that to be the case.

synchromesh mentioned something about this a while ago so probably worth PM'ing him.
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Duchenkuke
GameGuru VBOTB Developer
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Posted: 10th Nov 2019 20:03
thats a good hint, thank you amenmoses!
cybernescence
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Playing: Cogwheel Chronicles
Posted: 10th Nov 2019 21:11
First run it will calculate then save the obstacle data which will load faster on subsequent runs.

If you add or move anything to the level it will have to recalculate all again but if not should just load pre calculated obstacle data which is faster.

You will know this but for others don’t make entities have collision if the player or AI can’t reach or is irrelevant to have it as will be slower in game and on load.

Cheers.

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synchromesh
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Posted: 11th Nov 2019 01:33
Cyber has pretty much answered it ..
You don't have to play each level. Just load them in, run test game and then save after.
Then create the standalone
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Duchenkuke
GameGuru VBOTB Developer
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Joined: 7th Jun 2016
Location: Germany
Posted: 11th Nov 2019 06:55

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