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Developing a custom Content Streaming Solution to support High Performance Game World Simulation Interaction. Game World Simulation Interaction is intercommunication between World Servers to synchronize actions, clone | merge audio/visual content, game mechanics, players, etc.
The Custom Content Streaming solution is comprised of two systems: Multi-user Quest Building System and Occlusion-LOD Manager.
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The Quest System is built atop of the Multi-user Construction System, which is a Glorious 3D Placement & Attachment Tool that spawns-orientates-attaches-destroys 3D Objects. We use 3D Objects to represent Interactive Actor Classes {parameter meta-data}.
The Representation is coupled to the Parameters using simple 'name' to object reference. This allows all the operations of [Construction System](https://forums.unrealengine.com/unreal-engine/marketplace/1560971-real-time-multi-user-level-building-character-customization-weapon-vehicle-assembly-100-bp/page2) to be applied to the Actor’s Representation. Additional In-game GUI Forms are used to modify Actor’s Parameters, displaying WYSIWYG results in real-time. The Construction System spawn-manipulate-destroy all 3D Environment and Entities in the Map at run-time. So the world initially starts empty, All Object Data is saved/loaded in JSON format for local/remote transfer-storage-manipulation. This is vital to achieving Game World Simulation Interaction. -
The Occlusion-LOD Manager procedurally controls the visibility, tick update, and network updates with consideration to players viewing distance and performance at runtime (based on rendering & processing budgets). It works with UnrealEngine’s Occlusion optimization, precomputed visibility volumes, and LOD methods if used.
But its primary purpose is to provide event-driven occlusion similar to level streaming, Object Pool management (think infinite runner levels), Placeholder Management, and occlusion-LOD management of modular parts attached to entities.