Game levels are usually quite big, which is why they takes a lot of
time to render and draw. Render here means the first draw, which is
done in the loading time. However, the level has to be redrawn in
the game time. But the problem is, that data actually changes and
quite fast too. Not only computer, but only random access memory,
cloud data, game mission data and server side data. Technically
speaking, this means it has to be re render ed, even though the level
data stays the same. This means maintaining movement data. At
first glance, level might seem like a huge pile of data that has to be
loaded once, but that is not entirely the truth. Memory information
and memory data have to be used for data memory processes, such
as artificial intelligence, moving characters, weather, animations,
models, score board and game level HUD.
void render_start_level(std::string level_name, Level& instance)
{
Level.load_from_file(std::string "data " + level_name);;
stack_draw(Level.get_board());
for (int index{1}; index<=Level.get_file_size(); index+=1)
{
stack_draw(Level.get_object(index));
};
Machine learning can be applied to rendering as well, not just for
artificial intelligence. Computer, after all is a machine. Loop
patterns are very common in three dimensional rendering, as they
affect the development and code engineering process. An example of a
loop pattern is testing one render loop for multiple examples and using
it then if it is useful. Level map stays preety much the same the whole
time, but that's not quite the truth for the actual level. Levels are
dynamic, not static Level moves, as riverss move, wind moves the
trees, character static meshes move, clouds move, territotry is taken
over, woodcutting changes the trees and forests, even crafting is
dynamical. The territoty map of the level doesn't quite grow much,
but the actual mapping of the territory that used for rendering three
dimensional levels does. For example, to free random access memory
between programs(and games).
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