My doubt is about creating dynamic scenarios like the game “Temple Run” and “JackPack.”
What kind of technology that created these games use?
Tks!
My doubt is about creating dynamic scenarios like the game “Temple Run” and “JackPack.”
What kind of technology that created these games use?
Tks!
You should specify your question. If you ask for the technology, the answer is unity ![]()
I speak not of the technology used to create the game, but the way they do to create those scenarios dynamically, because I do not think they create these scenarios at hand.
I’m working on a game thats similiar to what you want to accomplish or are interested in. I don’t know, how they did for example temple run exactly, but I can tell the simple technique behind making “endless” games.
You for example create a part of a level, maybe in different variations.
Now you use scripts to put them on after the other and loop that. My game currently is taking place on a big sphere, that is scaled so big, that you can’t really see, that it is just a rotating thing.
And on this sphere, there are objects like hair, mosquitos, fleas etc. ( it’s a flea running on a dog
) And everytime the gameobjects get out of sight of the camera (Occlusion Culling) they get repositioned in a specific x-Range. So you’ll never see the same hair setup again.
The gameobjects that interact with the player are instatiated at the beginning and then also repositioned after a period of time, depending on the difficulty of the level. I do this with a raycast from the spheres mid to the outside colldier.
If you adapt those raycasts to just a normal position on x , y , z and adapt the sphere to a plane that is looped in position on and on, you get the first simple level of temple run. ![]()