@kryzmak said:
Hi,
So let me explain my problem with a game like Stellaris or any other space game where you would have several sector maps and a galaxy map view. If you switch to that galaxy view for example, all the logic (production, current vessel commands etc...) in the single sectors will keep running. How would you reach such implementation in Godot? change_scene() would not work because of freeing the current scene. My first thought would be working with hide/show nodes, so that they are still in scene tree and will keep processing but not rendering/drawing. Is that really the way you would implement such thing or would there be a more common (better) way?
Just hiding/showing the nodes is how I would do it, at least initially. Depending on the size of your map this may be too costly to performance.
You might be able to get around the performance issue by making a node/object that processes all of the minimum necessities for each sector, and then you could use change_scene and just retrieve the data as needed from the global node/object. Granted this could have its own problems too.
I suppose the best way to know for sure would be to experiment. Personally I would just hide/show nodes for now and if performance becomes an issue, then look into optimizing then.