Devlog #3 for the Systems ‘s development

 

Open World Streaming

  • Technologies Used: Unity, Git, JSON, Editor Tools

  • Implemented: Development Interface, Chunk serialisation for basic & complex objects, customizable day/night tints for regions

Read my dev-log on Open World optimisation here:

Another university project! Our cohort were instructed to create an open world streamer for asset and performance management. My implementation is independent from any pre-existing Unity functionality and could be applied to any engine with some minor adjustments.

Less Managing. More Creating.

The project features automatic asset management, a day night cycle, an in-engine editor for chunk management and lighting pre-sets and a chunk load/de-load system that manages object instantiation for both static and complex objects - including support for skinned meshes, bone structures and animation controllers.

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