Hello,
I have been learning some C# recently with the hopes to use unity to develop some small fun games for myself and to generally learn what programming entails. I have been following some tutorials and found myself fascinated with the tower defense genre. Which lead me to ask this very question, how do AAA games tackle build systems? Now I don’t mean the huge complexity behind it but rather the placement system.
With the tutorials I have followed this has been using a tile system (3d). I run a for loop to generate tiles in a grid and then raycast onto the gameobject to see if I can build and if I can then I place the tower (very basic I know, but I am learning). With the maps of the fore mentioned being on such a huge scale (tropico, city skylines) do they still use a node placement or rather a raycast to check the layer and if the building can be placed providing the terrain is empty. I imagine that the tile system I am currently using would be rather heavy on system when you talk large scale. I suppose the main reason I ask is because whilst I am still a newbie I would like to understand industry practices to help refine my code as I learn.
Thank you