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Roadmap 2013


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World Management

 

Improved resource streaming for huge worlds - Q1

Improved zone-based streaming - Q1

Any update on these ones ? A lot of other features scheduled for Q2-4 have been implemented while these Q1 key features are still pending...

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World Management

 

Improved resource streaming for huge worlds - Q1

Improved zone-based streaming - Q1

Any update on these ones ? A lot of other features scheduled for Q2-4 have been implemented while these Q1 key features are still pending...

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Thanks Denis, can you give some more details on actual improvements ? Alexander already gave some updates on terrain streaming, but still the world node file streaming feature is a core feature missing for true unlimited worlds in UNIGINE. Will we see any improvements in this area ?

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  • 3 months later...

Just some questions on implementation of some world roadmap features now marked as 'done'.

 

World management:

- Improved resource streaming for huge worlds - Q1 - done

- Improved zone-based streaming - Q1 - done

 

I know that the first statement is related to the improved terrain data streaming as demonstrated by Valley demo, but I don't really seen any improvement for zone-based background streaming of complete world node file tile for very large worlds as e.g. discussed here.

 

 

World management: seamless multiple terrains - Q3 - done
 

 

Is this really implemented and seamless / crack-free inter-ObjectTerrain 'guaranteed' by design ?!? Up to my knowledge nothing of the ObjectTerrain mesh handling has changed so far: inner-ObjectTerrain cracks are possible in case of low LOD distance settings and inter-ObjectTerrain crack-avoidance (e.g. by some automatic engine stiching) is currently also not implemented (I thought this would be the design target of the above roadmap item.) 

 

Have I missed something ?  

 

BTW with latest SDK ObjectTerrain max size has be reduced to 32k x 32k 'only'. Has this change any advantage compared to the previous implementation or any follow-up design background ? Thanks for any information.  

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Any plans to implement some river/road mesh generator into editor? It is quite uncomfortable to export terrain height map into 3d editor just because of water mesh creating and in case river is not exactly copying heightmap (some urban river), work is extremly time consuming/frustrating (it takes lots of iterations to make proper shape). Something which should take minutes is taking hours...

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