How can I integrate ground loot into my large map (8K by 8K studs) in the most balanced way for performance?

I am in the works of making an FPS game that has similar characteristics to a battle royale (be the last one remaining). Currently, my game is nearing completion, scripting wise at least. For my game, I have large maps that can be voted on in a game that teleports you to the highest voted map server after the vote commences. Now, I’m not entirely sure on how I want to approach spawning weapons. I have tried in past builds of this game with the same design using crates, however these were incredibly… I’ll say unfitting. Anyways, I’m considering doing a system where default sized parts are spread across the map which the size of the map can be up to 8 thousand by 8 thousand studs, not to mention the terrain of the maps & the content itself on the maps. Having so many parts can cause many performance issues, and I have also recently decided to stop using StreamingEnabled because there are weapons in my game that are for long range, and StreamingEnabled makes it impossible for it to be used properly. I’ve looked through many Open Source battle royale games such as the Official Roblox BR Starter Pack and a few others as well, and they seem to follow the same method. However, the standard roblox BR had over 1400 parts for spawning alone. How can I properly import spawn parts and balance performance, in large maps without the use of StreamingEnabled? Please ask me any questions, as I may have forgotten to mention any important details regarding my game and it’s design.

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Instead of spawning parts around the map, you could just keep a table filled with positions where the parts would spawn

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