Actually external layouts causing my problem as once the content is loaded, it remain in the scene forever only can be hidden
And even if it hidden you still interacting with it objects. For example, even if you hide the layer with the layout that has walls, you still colliding with the walls. And I’m talking about multiple layouts loaded and present in the scene not only 1 and to do way more complex interactions than colliding with walls.
I’m already using tons of them also object variables to identify which objects belongs to which layout and layer and make things work but the list just getting bigger and bigger it juts getting way too complex now
It funny as you probably have more experience then me, but i have to disagree. Layers are useful to hide/show things, that’s it. Layouts are useful to load complex parts for the scene, not only few object but multiple objects in a predesigned way/order using a single event.
But what I’m talking about is not few objects I’m talking about complete scenes, custom interactions on each. To store and load such scenes, honestly layouts are simply useless and to use groups and object variables in such scale are really painful.
Let see an example of how sub scene could help you out.
Imagine GTA.
See the city, vehicles, civilians in front of you.
Now imagine that you go inside a house and the house have multiple rooms, maybe even upper level.
Now imagine that you turn a light on in a room and go back to the street but you see an accident.
Now you go back to the house and the light is still on because you left the light on.
Now you go back to the street, and the ambulance just arrived to the accident and the cars are still there, bodies are still there, and crashed cars are still crashed, dead civilians are still dead.
To achieve this, would you use groups, object, global, scene and child variables for every single interior, every single vehicle, every single house every single civilian, for every single light on every single layout on different layers for each or simply the street and all vehicles and civilians would be on the main scene and the house interiors with it lights and rooms would be on sub scenes and you can simply move back and forth between them using a single event?
Are you still not convinced about that sub scenes can be useful?
Now imagine this 100 different locations in the same city in different houses with different lights in different rooms of the houses, with different vehicles and civilians on the street and wherever you go you just want to see how things really are!
Not exactly, what I really want is to be able to change “scene”, location in the game world in “real-time” but to not reset scene every time when it loaded, would be a good start.
Maybe from your (engine developer) point of view, it makes no different. It can be really difficult and complicated to add such thing, but from my (game developer) point of view, sub scenes would make my life a lot easier to make such game,
Basically sub scene would be similar to layouts and layers, but the whole point is, objects are kept separated. I don’t want to hit the wall on the main scene when I’m on sub scene 2 and I don’t want to get killed by enemy on sub scene 3 when I’m on the main scene, and If I kill an enemy on sub scene I want it to be dead even when I go back later but don’t be dead other places if not killed. Simple as that. Using groups, variables, layouts and layers just really painful in such scale in such game. Yes possible , but it is just brutal to identify every single object on every single layer and layout to know, which object belongs to which layout and layer and when the player is in the same location as such an such object of such and such layout on such and such layer, and what action is used where. Just crazy, sub scenes would make it a lot easier to achieve such thing.