after reading through the Unreal Forums, AnswerHub, Youtube, etc. I am still not sure if I am on the right track for architecting the following scenario. Maybe you can give some advice.
The scenario is the following
- A RTS game spanning “a world”
- This world is too big to be modeled at a realistic scale, so a smaller scale has to be implemented, which is fine
- So this world is composed of several UE4-levels as it is bigger than the current UE4-level limit
- There are multiple hierarchical layers, ie. seamless views on the game:
- The world overview map
- The regional strategical map for managing strategic unit movements
- The local (battlefield/building) view
- The whole RTS game should be persistent which means the overall simulation is always running and units/players can move freely in the world
- The are no separate levels the player can perceive, its just one world simulation
- The player should be able to seamlessly switch/zoom between different map-views
A general aspect
- This should NOT be an MMO but there is more than one human player and multple AI players
- There won’t be too many units, so performance for the underlying simulation is not an issue for now
- “Actions” on a local view maybe linked to “other” local views
My thoughts on implementing this
- There is a (UE4 independent?) master simulation which holds all agents and does things like positioning, AI, navigation, state maintanance etc.
- From this every layer gets the current position of the agents and visualizes them with UE4 engine
- The overview maps are just UE4 maps, just like the local view
- This results in a total of 3 map types which are dynamic in regards of the agents
- Is this a possible architecture?
- Is this a good architecture or are there better solutions?
- What about local / global coordinate systems? All three layers/maps have their own coordinate systems. So there has to be a projection between them?
- How dows origin shifting relate to the described scenario and the local coordinate systems?
- Is this architecture the “same as” using sub-levels inside UE4?
- Would this pose problems when implementing multiplayer?
- How those this relate to UE4 technologies, terms, features and limitations?
Thank you for taking the time to read this and kind regards.