How would you go about handling procedurally generated galaxy in 2D(Top-Down)?
You also need to handle generated planets, stations and asteroids around it + ships.
So not graphical demand but CPU/memory wise demand. I know voxel based games are split into chunks.
Here I am also getting beyond 50 000 units from Center of Map in Editor. Is it good?
- But when I want to deActivate systems that are too far away from player, if I make foreach loop through only 10 000 Systems/30 000 planets/500k+ asteroids/ships to check if they are near player, the game will simply crash I presume.
Edit: I am not asking you how to generate it, I already can generate entire systems, but I get less than 50fps at 100 Systems (AI is inactive in systems that are far from player). I cannot imagine having 500 or more systems, even if they are inactive, looping through them to check if I should turn them ON would kill Unity I think.