I’m attempting to create a game which will looks like some game “where its good to be evil”.
The goal of the game is to build and control an empire. Your empire is composed of zones, each zone has a floor and walls.
A wall, is a cube shaped mesh thing. A floor tile, is the absence of this cube shaped mesh.
I want to make a “play grid” of 128x128 cubes (meaning, 16k meshes), and since i want it “scrollable” (to make a big map), i want to be able to display 3 grids ( about 50k meshes).
Each of those cubes must be individually clicable .
I tried the fallowing aproaches with 32x32 grids:
- Spawning “blocks” as actors. Big mess. The lag is too strong with this one when i play the game, but it looks fine in editor (the blocks arent there but i dont mind)
- Adding meshes components in the constructor of the actor who will spawn the blocks . I have no issues when i run the game, but in the editor, all the components are shown in the window, it annoys me, and it makes the editor nearly frozen.
My question is, how should i do this ? Adding mesh components not at construction time but when some special event is triggered ?
I aim myself to make a proof of concept for 3 512x512 grids in my computer before starting anything else.