Hello!
I am planning to make a 3d low-poly shooter with procedurally generated levels.
The system is simple, working in two steps:
- Instantiate randomly chosen Level from the Levels Array (like “Forrest”, “castle”, “countryside”).
- Vista Spawners, located by hand in the important places of each Level, instantiate randomly selected Interest Points (like Towers, houses, biggest trees, camps etc.)
The problem is optimization. To make the levels look pretty, I’d need to use ambient occlusion and a some lightsources (lampposts, campfires, etc.). My basic approach would be to simply bake the stuff into a lightmap and forget about it. But it’s Procedural, so it will be difficult to achieve.
I could make everything Realtime, but I am affraid it will kill the framerate on older machines.
So my question is:
What can I do to make the 3D procedural levels with randomly placed lights look nice and ambiently occluded without sacrificing framerate?