I made severals change in Initialization of GraphOwner. First I changed the Initialize function to be in the Start, I needed it because of my architecture, and don’t know if it could cause problem.
Secondly I pooled sometime 20 graphs to reuse it from levels to levels. It seems ok, I cut all the deserialization heavy process from gameplay. Is there a way to redefine properly the Initialization process to use our pooling system ? Without touching NodeCanvas code ?
Actually I made several changements in NodeCanvas in order to finish the game and I’m still waiting NodeCanvas Update for performance and maintenance, so touching NodeCanvas code is just a pain when Updates come :p (And I mostly like your updates :'( )
As you may know, I am currently working non-stop on version 3 (only a few things left now!). There are so many changes coming (both visible and backend invisible) that hooking custom initialization can’t add to the roadmap until releases. Once after release I will gladly take a look at this however. Note though, that in v3, there is a new initialization/load mode call “Async”, which as it may sounds, it initializes (including deserialization) the graph in a separate thread and doing so avoids any possible gameplay spikes due to allocation and is very fast. The only downside in using the new Async load feature, is that the graph will be available a few frames (2-3) later rather than immediately, which in most cases, is not really a problem. Please hang on till version 3 release and let me know once you test it out if you still want to figure out a way to customize initialization and to work with your pooling system.
Your feature + my pooling, and the game will be very smooth during loading ! Soooo coool.
When can we expect such update ?
For me, Async will be only available during loading. I rely so much on NodeCanvas at start for some BT. Maybe for Enemy it will be ok to have 3-4 frames later. 🙂
It will be in v3.0 which I am working on for the last long days. It is nearly complete now. I think I will manage to release it this week! Fingers crossed 🙂
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