Cool. Maybe I will play around with nav mesh to see how it handles, but manual movement sounds fairly straightforward for a grid map too. Can’t wait to start working on units!
Sounds good!
Currently using a Class Blueprint for the generator, but game mode it is! Funny, I was thinking the same thing about the bucket, though I was going to put the whole generator in it.
So your generator is in the game mode, and all the variables that it references are in a hidden actor sitting somewhere in the world? So the one of the first thing my map generator will do is spawn the actor in the world that holds all the variables my generator is about to use? This actually seems pretty brilliant since it can then spawn a different actor that holds different variable values based on what options the player chooses in game setup. So maybe in that case it could be multiple actors. An actor for each player chosen map option; Temperature, Precipitation, Geologic Age, etc.
Of course I could just use a single actor and update the variables as well. I will play around with it and see which one works out the best.
That makes sense.
Have placeholder arrays to hold all the updated information and then have them transfer their information to the main gameplay arrays at the end of the operation?
Yeah, I will definitely try your base idea out first, scale it up to some huge map sizes, and see how it handles. If it bogs down or there are other performance/graphical problems I can see about parsing up the load.