Dynamic Map System
Price: $15
Asset Store Link
Web Player Demo
Say goodbye to individual region scenes, and hello to infinite regions in only one scene!
This system will allow you to create limitless game worlds by only loading the map chunks near your character or camera. It uses two maps, a Floor Map (Terrain), and an Object Map (GameObject Collection).
You can customize the system to your liking by changing the dimensions of the maps, as well as how far away the character needs to be to load a map region.
This system is also easy to use, and does not require any packaging of map files. It loads each map from your resources folder in an average time of 1 Millisecond.
The package also comes with an Example Scene, as well as a Step by Step guide on setting up a new scene using the system. It also comes with Realtime E-Mail support for help, as well as suggestions for future versions.
If you have any questions, email at GambinoIndustries@live.com.
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Deviation Actions
HI THERE !
This is a AmazinG Asset Actualy and we just buyed ...
We add Some Talk in our Studio With the Dynamic Map Sistem creator on About How to Develop this Sistem further...
The Dynamic Maps System is STill humble for what we want ..
But is a Amazing Development Reached here ...
Expecialy for People that Have to develop REAALY HUGE Worlds ...
Like we do need in Souls Shine Online Universe Production ...
But We got Some Ideas / that We been Trying IN house ...
That maibe SOme developers COuld reach it ! Outhere ..
- FIRST THING Is to get this extension up to Work on a Spherical world Tipe of map.
... And one that You are not just on the Ground But That you can fly Around Also .
In a Way to Put the Area Blocks not just on x/y But Lay them out in X/Y/Z
AND HOW TO APLY THIS TO THE DYNAMIC MAP SISTEM ?
- Ok Let me have a visualization:
Instead of having Areas layed out Side by Side like this
Each area is a Cube right .
So Each cubic area they could be loaded And Streamed on any axis Side and up
Now reaching to a point we could load any amount of Cubic Areas Stacked and Load them on The STreaming Sistem
Ok now next would be to be able to position those Level areas - Even "inside eachothers" and STacked in a Way That is Non linear ..
Allowing Areas That Are Diferent Sizes To be Stacked Anywere in WorldSpace / Even Inside eachothers ANd be Still Streamed
Allowing also a Way for us to RESIZE Them for not be just Cubic ...
But Also rectangular
So we can pipe them out ...
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Also having Custom "portals" At each Area - That Would Send us to Another Area, Even far Away ...
like having a Expecial Teleporter Area "cube" were if the player enters there , It will be Sended to Another Place Linked..
...
That Way having 3 Types of Cubic Areas ,
1 - Level Areas - Cubes Areas with Terrain And Objects
2 - Transition Areas - Cubes that are "3d elevator" tipe of areas that we can Animate and they take the player there to the destination at the end of animation
3 - Teleporter Areas - Cube Areas that Are linked with Eachothers .. You put 2 Teleporter Areas in a huge world scene, and if the player enters there , go end up at the other Area were its linked
On the Level Editor Each Area is Represented by a Simple Wireframe CUBE That we can drag Around And put Any contents
Each tipe of Area got a Diferent Color ...
We could put the cube in Any place in world ..
And we Could Load And unload / that is SAVE And LOAD That Cubic Area CONTENT - Anytime we want.
Also Having PROXY Contents .. That is Alternative representations of CUBIC Areas Content ... That we could load and unload FroME ditor View ...
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And have no limits in mixing those ...
Not just Side by Side / BUT ALSO INSIDE EACHOTHERS !
Having for that a Cubic Area a Zone That we can Drag visualy Were Teh Area Will load The others Near ..
This way the Inside cube is the Area Eachself ...
And the external Area Limiter is were All the others surounded would be loaded ...
Should be possible in the editor to edit the Streaming Influence of That Area to all Other Areas Surounding it ...
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ALSO For this Level Areas be trully SEAMLESS It should be having a LOD Area Sistem ...
That is When Flying into the sky - or 360 Degrees All other surounding areas will have to become visible ...
- If you fly Reaaly high you will have Large hundreds Areas Below And surounding you That you can See. In the Distance
- So Each CUBIC area Would have a up to 8 levels of LOD Representational Sistem... ~
Much Like Unity pro LOD Wich You would be able to REPLACE the AREA / With Severall LOD versions Of it ...
ACording Player/Camera Distance. It would just see a More or les sdetailed "representation" of the surounding areas That would be Sequencialy loaded into other lod stages ...
And entering the zone of the Cubic area It would load reaaly all the area Contends ...
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This LOD AREA Sistem Should be able to Work in 2 Ways ...
By Screen Size / And by Distance ...
SO for example we could replace a Area That is far Away and strech it To appear a LOD Version that is Bigger than the actual area itself ...
So we could have 1 or 2 Gigantic Representations of the 360 Degrees Flying world far far way ... Instead of 300 Small areas LODS ... in the distance ...
For that We could setup a Range in DIstance That the Distant Gigantic Area is Swaped
....
Well imagine a real Gigantic World ...
Were characters can Actualy FLY & also have Flying Mounts and flying veicules / and they can Fly Around Unlimitedly Having this UNLIMITED 360º DEGREES Cubic Areas Sistem ...
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We could And should also Make & Save & load CUBIC AREAS TEMPLATES
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SO for example ...
To do a Volumetric 3D World Streaming Would be to Stack Each Area Like this .
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So yeah ( Is a thing for the development in a Lifetime / lol ) To beAble to Make Such Complete true 360º Area Level Streaming ... With all those features.
Not just we Here at the studio / But i bet reaaly many hundreds Developers would Nourish in a sistem like this .
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If yoU Are a Programmer! In unity Game Engine !
THANK YOU FOR YOUR INTEREST IN THIS SUBJECT !
We Will keep Studying and a Eye On How to Achieve this The better way in UNITY.
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:: PS: WE ARE CURRENTLY WORKING WITH TERRAIN COMPOSER DEVELOPMENT...
- Our Studio is a Active Beta tester and Contributor to the Terrain Composer & also World Composer From Nathaniel Doldersum...
SO we Have some experience in beta Testing Extensions that can bring WORLD DEVELOPMENT in UNITY to a Bigger Size .
PS2: All this Ideas Were actualy in Development / By Nathaniel Doldersum, From terrain Composer To deliver as a Extension to its product ...
but he is With load of Work Fro 1 man now .. And only in 1 Year or more will be actualy to Implement all this in its Product.
forum.unity3d.com/threads/151.…
The guy is so incredible that he even coded a Schematic Interface to CONECT AREAS ! ..
On a Real gigantic World level degree ...
And he will want also to reach the Level of Voxelfarm in World Area Managemnt ... One day ...
procworld.blogspot.pt/2011_07_…
( Voxelfarm is the Amazing engine of Everquest next )
procworld.blogspot.pt/2013/08.…
WIch actualy also have ports to unity as extension
There have been alot of study also on the Amazing HEROENGINE Umlimited Seamless Areas Sistem ..
hewiki.heroengine.com/wiki/Bu.…
hewiki.heroengine.com/wiki/Se.…
hewiki.heroengine.com/wiki/Sea…
hewiki.heroengine.com/wiki/Sea…
All this Crazy ideas on how to Deliver a Really 360º Degrees world Navigation IN UNITY Been Tackled and Going tru Heavy Experiences on the TerrainComposer WORLD Development Gardens ...
But Right now its too much work for one guy alone ...
---
In the Same Tipe of Development .
We are already TEAMING UP ! With The Terrain Composer Guy ...
He is a very nice All minded open Developer.
---
But we are Seying if we can JOIN IN The DYNAMIC MAP SISTEM To it
forum.unity3d.com/threads/1802…
The features are already greath and deserve a Immediate buy ...
But the Possibilities and needs in a Cubic area sistem Are reaaly Way beyond Arent they ?
THANKS SO MUCH FOR BEYING HERE !.
Lets kick this DEvelopment on Right!
SILVA DINIS
SOULS SAGA Studio
THE SOUL SAGA / MAIN PRODUCTION TEAM ADMIN
WWW.SOULSAGA.ORG / WWW.SOULSSHINE.ORG / SOULSSHINE-ONLINE.DEVIANTART.COM
GET DIALOGUER, FREE!
HI EVERYONE ! GET DIALOGER ( A NEW UNITY EXTENSION FOR FREE !! Get it fast as its just a few days ! )
Check it out !
https://www.dialoguer.info/free.php
DIALOGUER
GET DIALOGUER, FREE!
So, because Dialoguer has been delayed for so long, I want to show my apologies by giving it away for free for the few days leading up to it's release. The only thing I ask is that you share this page on twitter or some form of social media.
Once you've shared it somewhere, send me an email at email@dialoguer.info with the subject "Dialoguer for free!" and a link to where you shared it in the message, and I'll send you a copy of Dialoguer for free!
I'm only
SO I HAD MY FIRST SELL 'Ever' THANKS SO MUCH.
HI ! Everyone !
Sorry For the Disappearance ...
SO after 31 Weeks of "Losen" with "not even a dime earned" Work ...
I HAD FINALY MY FIRST DIGITAL CONTENT SELL EVER ! Here at Deviantart with this TERRAGEN Product :
Check it out !
http://soulssaga.deviantart.com/art/1500POINTS-TERRAGEN-157-ATMOSPHERES-EP1V1-366343729
____
Well i Actually did invest many Hours to DeveLop this Terragen Scenes Pack
Actually : It Took-me 30 hours Of work ...
2013-04-15_23.00-01.00 - 02H 00M
2013-04-16_11.00-17.00 - 06H 00M
2013-04-16_22.00-00.00 - 02H 00M
2013-04-17_00.00-15.00 - 15H 00M
2013-04-17_22.30-00.00 - 02H 00M
2013-04-18_03.00-06.00 - 03H 00M
I
TERRAIN COMPOSER,WORLD COMPOSER UNITY EXTENSIONS !
Posted: 04:32 AM 09-16-2012
Terrain Composer, An Unity3d Extension Tool for making AAA Terrain(photorealistic)/Scene in just minutes…
Visit www.terraincomposer.com for more information and screenshots and video...
Terrain Composer is an Unity Extension Tool that enables developers to compose AAA quality Unity Terrain. It uses the standard Unity Terrain. It's also a Scene/Level/City/Village Composer. And with a few clicks you create astonishing results. It has a friendly GUI interface and is very easy to learn. Creating terrain that normally takes days or weeks to make, with this tool it only takes a few minutes! Saving you tons of wo
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The problem I see with this type of system is the amount of calculations that are going to have to be done per frame. It wold be fine for a single computer with a powerful processor and plenty of ram to run, even though it still may lag a tiny bit, but not for anything multi-player. The best solution is to use the IsLoaded functionality with the stream. Just my 2 cents.