Hi. I’m currently trying to make an RTS game with strict top-down view.
There are several nations, merchants, war zone, etc in a world map, so I figured it would make things easy for me if I use hexagon or square based grid map.
Here’s the problem; after I finished tiling the map, the editor got really slow.
Although I can’t say for sure what the problem is, I’m pretty certain it has nothing to do with rendering. I checked ‘actor hidden in game’, and confirmed there were only 30~40 drawcalls on the map during runtime, which was expected. I even checked it on mobile platform(Galaxy S4). The performace was not bad.
My theory is, it’s because there are so many blueprint actors on the map. (There were approximately 70,000 blueprint actors as tiles)
What would you say? You think I’m right?
If not, what is the problem here?
And would there be any solution?
Well, I thought if I contain information in those tiles(for instance, which realm it is, what kind of terrain it is), it would be easier for me to control things during runtime. I tried collision & trigger volume, but those weren’t really neat.
I’d go for Imaginary grid if there is a way to get ahold of things going around in a map. Which I failed to see. Care to enlighten me?
I have no good advices for big grid, especially hexagonal, those which i saw didn’t quite meet requirements for BIG grid. I did some reseach on the topic before, there are stuff on the internet, but i failed to find it again right now, sorry i guess.
Hmm… I guess what they did in Civilization 5 would be the most desirable result for me. However our game’s intended platform is mobile, so we came to a consensus that we should not put 3D landscape on the map. Instead, we decided to put a large hand-drawn picture on the level as visual presentation and put tiles on the picture to contain information like terrain, realm, etc, like traditional board games.