
Or B: keep all the gameplay constrained to a simple environment and have the background/world move around the play-field to make it look like everyone is moving. So the only way to handle this would be to either A: move everything through a static world but add the velocity of the path to everything, which could be a LOT of projectiles with today’s taste in shooters. You can see moving objects don’t travel quite the way they should in 3D space, but rather they are constrained to a local field. Seriously, look closely at Star Fox, or even some Smash Bros levels. It’s most obvious with the more 2D shooters, but you can spot this happening in some games that try to look 3D too. How fast the player’s bullets go would change from one level to the next. Otherwise it throws the player off because when they shoot at something or dodge something they have to account for the motion of the world. The background or world moves to give the impression that the player is going somewhere, but all of the enemies and bullets and such are actually moving separately from that. This is actually pretty common for certain types of space shooters, shmups, auto-scrollers, etc. The actual gameplay moves separately from the background. I’m wondering if there is a way I could create all of my world geometry, render out my lighting, and then move all of that geometry without destroying the lighting data I applied to it. I would have to make the lights move with the geometry, which would tax the system incredibly. But if I wanted to make it move, all the lighting would fall apart. At least within the previous versions of Unreal, if I wanted to try something like this, I could build my background and world, add lights, render all the lighting, and I’d have my world. So I want to make all of my game’s backgrounds move separately from the core gameplay elements conceptually it’s going to be a lot easier to just move “the world” around the camera and everything else rather than the inverse.īut I’m wondering how this can be done properly.

I have a lot of experience with all the earlier versions of Unreal, but I’m still new to UE4. I’m planning out a project and I’m wondering how feasible this is and how to go about it.įirst of all, I should say that I’ve only gently looked at UE4.
