I am currently working on a game that has a world going all the way up to the guy sort of like a plattformer. Now I want to research about the best practices, specifically I want to keep an eye out on how to build my levels.
The player controls a pawn and the goal is to reach the summit. Like a plattformer. How could I make it optimized so its not too heavy? I am planning to scatter various props and plattforms but I am unsure about the best performance practices.
So essentially my question is what topics should I look into that its culled efficiently and only loads what needs to be loaded? My pawn can however fall down from the summit to the base of the game world if player ends up misjudging a jump. I know to merge actors to reduce drawcalls. Use as little collision geo as possible and all. But I am concerned about how to approach making a continious level optimized for lower hardware as well.
Thank you for any pointers in advance!
EDIT: while we re at it, is it possible to have multiple “lightbakes” in a continues level? Near the summit I would like to have the lighting be in a night state, so ideally I would change the skysphere, but would love to have the props etc in that level bake a directional light which was blue/night. So for each section a different light set up was used.