J
JoltJab
Guest
So I'm making an endless runner style game and I wanted to know if there's any negatives to having the character running forward forever (or until game over)? With a custom camera you can go outside the room size while still following the player. As a noob I find it easier to move the player forward instead of treadmilling the world behind her.
I did a test to see if there was any problems. I had the character fall forward (around 10 pixels per frame I think) for about an hour to see if it slowed anything down. At the same time, I had boxes that would spawn and move in random directions. After being a certain distance away from the player they would delete themselves. It was the quickest/dirtiest way to simulate there being a bunch of things existing like an actual game would. I also pushed it close to it's limits with the FPS.
--Character on left spawning a brazillion boxes on her face--
After running this for an hour (and still currently running) it doesn't look like there's any negatives to having the character run forward instead of moving the world treadmill style (but I'm a noob and could be missing something). The frame rate is still around the same point as where it started, and the memory used isn't increasing as time goes on. So, is there any reason this CAN'T work? I just felt like there could be something wrong with doing this.
I did a test to see if there was any problems. I had the character fall forward (around 10 pixels per frame I think) for about an hour to see if it slowed anything down. At the same time, I had boxes that would spawn and move in random directions. After being a certain distance away from the player they would delete themselves. It was the quickest/dirtiest way to simulate there being a bunch of things existing like an actual game would. I also pushed it close to it's limits with the FPS.
--Character on left spawning a brazillion boxes on her face--