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Goals

  • Provide engine and tools support to allow huge, continuous worlds with zero load screens.

Use Cases

  • An artists designs a large terrain with overhangs but also small detail in places. No manual split up of geometry should be necessary, yet distant parts of the world should be rendered with less detail.

Approaches

Dynamic idea

  • Add/remove (load/unload) mesh objects while moving through the world.

Jorrit's Idea

  • Keep an empty mesh wrapper for each mesh in the world.
    • Load all wrappers for the world(sector?) at initial load time.
    • Cheaply keep track of the range to each object and handle loading/unloading for each;
      • Store which objects are loaded, then check every so often if they're still within some distance. If not, then unload.
      • Check for all objects within some radius, load their data if not already done.
  • Terrain is already paged and thus will work using its own system.