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Add level streaming and stitching tools for creating large open worlds

<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> **Describe the project you are working on:** Online multiplayer games with large open worlds **Describe the problem or limitation you are having in your project:** We build online multiplayer games and some of these games use large open worlds. Large open worlds are not unique to online games however. Creating large worlds, regardless of whether they are online or offline, pose a lot of challenging problems, not only from the game's perspective, but also from the content creation/editing perspective. A lot of the solutions to these problems are fairly game specific and thus, easier to address as either published add-ons or project one-offs. Two of the biggest problems are better solved by core engine however, as they are fundamental ton working with large open worlds: 1. Level/Asset streaming 2. Level creation/stitching **Describe the feature / enhancement and how it helps to overcome the problem or limitation:** ## Level/Asset streaming Level streaming is where the content of a "level" is streamed from disk as needed, rather than all of the level loaded into memory at once. Since large open worlds contain so much data, it's generally impossible to fit all of the necessary data in a reasonable amount of memory. This problem can be solved in a couple different ways. The first approach is **Geometric Volumes**. This app

Posted by jonbonazza on Jul 15, 2020, 6:19 AM

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Add level streaming and stitching tools for creating large open worlds

jonbonazzaJul 15, 2020, 6:19 AM

<!-- Please fill in *all* the questions below and don't remove any of them. Proposals not following the template below will be closed immediately. --> **Describe the project you are working on:** Online multiplayer games with large open worlds **Describe the problem or limitation you are having in your project:** We build online multiplayer games and some of these games use large open worlds. Large open worlds are not unique to online games however. Creating large worlds, regardless of whether they are online or offline, pose a lot of challenging problems, not only from the game's perspective, but also from the content creation/editing perspective. A lot of the solutions to these problems are fairly game specific and thus, easier to address as either published add-ons or project one-offs. Two of the biggest problems are better solved by core engine however, as they are fundamental ton working with large open worlds: 1. Level/Asset streaming 2. Level creation/stitching **Describe the feature / enhancement and how it helps to overcome the problem or limitation:** ## Level/Asset streaming Level streaming is where the content of a "level" is streamed from disk as needed, rather than all of the level loaded into memory at once. Since large open worlds contain so much data, it's generally impossible to fit all of the necessary data in a reasonable amount of memory. This problem can be solved in a couple different ways. The first approach is **Geometric Volumes**. This app

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