Publisher | chris thorne |
---|---|
File size | 101.83MB |
Number of files | 762 |
Latest version | 2 |
Latest release date | 2024-02-23 06:04:31 |
First release date | 2021-08-13 02:26:13 |
Supported Unity versions | 2018.4.2 or higher |
Dynamic Resolution Spaces is the second Relative Space component for building endless open worlds with high fidelity. This release includes Continuous Floating Origin (CFO) .
New install-configure-run vids: Large-scale floating origin multiplayer GKC integration: https://youtu.be/z4EdBEBVIY0.
Network Floating Origin Complete Install, Configure and Run: https://youtu.be/x995KcLHeEo Floating origin install, setup, configure and run https://youtu.be/ayol4ceM7gE
Developed by a programmer primarily for other programmers. However, if you are not familiar with coding, help is available.
Floating Origin©® is copyrighted and trademarked (TM number: 2229697) to protect you from false and misleading information as well as my IP.
Online information
Channel: https://www.youtube.com/channel/UCpi9nP_1DumSTkPMhfniimw
Web site: https://www.floatingorigin.com
Facebook: https://www.facebook.com/DrChrisThorne
Discord: https://discord.gg/PhzGCrSmy3
Research and technical articles: https://www.researchgate.net/profile/Chris-Thorne-2
Integration options supported
Separate documents are included describing integration for:
1. Game Kit controller (GKC): Multiplayer floating origin movement and stationary action on GKC characters. An interface (API) provides switching of control between DRS and external character controller (tested on GKC). Inital animation and protocol to drive nonLocal player avatars over the network.
2. Space Graphics Toolkit (SGT): Integration offers a replacement for SGT origin-shifting (incorrectly named "floating origin") and scaling up of objects to full-scale. DRS allows continuous travel with high fidelity over Solar system distances (https://youtu.be/_04gv3CnjDU).
3. Mirror Network: Multiplayer networking with spawned prefab avatars. Stationary zero-centered motion and interaction, physics supported. No other game mechanics yet.
Planned: More development in networked multiplayer.
Improvements to full-scale Earth zoom and destination scenes.
Features:
1. Full-scale Earth zoom to a destination scene (about 8.5million meters continuous travel)
2. Increases the scale of your project to handle practically any size.
3. Solves Distant Relative Jitter that is not prevented by floating origin.
4. Solves the Wandering Tower problem (see utube channel).
5. Player/vehicle collisions (via CFO asset). When the player/vehicle collides with an object, the player remains stationary and the entire world is moved away instead.
6. Turns a static scenegraph structure into one that dynamically refines fidelity and resolution as the player approaches a local area.
7. Works directly with Continuous Floating Origin for optimal fidelity.
8. Uses only single precision to achieve accuracy and scale that normally requires double precision
9. Integrations documents including networking and API guides.
10. Easy configuration of single/multiplayer.
11. Drag-drop selection of avatar prefabs for players.
12. Temporal Floating Origin (TFO) timed function mapping to improve time fidelity in calculations, protect long-running games from increasing time error; and enable design independence from Monobehavior Coroutine-based timers. The long-term plan is to replace most mono-coroutine-timed operations.
13. GUI for player prefab selection is now more flexible and minimal.
14. Reduced reliance on predefined Scene tags by dynamically creating player/camera/vehicle hierarchy.
Benefits:
1. You will have the freedom to design full-scale worlds to planetary size with a single Unity scenegraph and still be able to navigate it as a continuous high-fidelity space.
2. No procedural methods required other than the Dynamic Space code.
3. You will not have to use double precision variables that have to be type cast down to single precision.
4. Map/space design flexibility. The places where you need high resolution can be anywhere. You do not have to divide the map into fixed-sized sectors/chunks because of some jitter limit.
5. You will not be forced to use hacks like scaling down objects or complicated, slower object/origin-shifting.
6. Improved performance with many common calculations like distance determination.
In summary, the benefits are increased scale, performance, flexibility, and simplicity with multiplayer and external character controller support.
New install-configure-run vids: Large-scale floating origin multiplayer GKC integration: https://youtu.be/z4EdBEBVIY0.
Network Floating Origin Complete Install, Configure and Run: https://youtu.be/x995KcLHeEo Floating origin install, setup, configure and run https://youtu.be/ayol4ceM7gE
Developed by a programmer primarily for other programmers. However, if you are not familiar with coding, help is available.
Floating Origin©® is copyrighted and trademarked (TM number: 2229697) to protect you from false and misleading information as well as my IP.
Online information
Channel: https://www.youtube.com/channel/UCpi9nP_1DumSTkPMhfniimw
Web site: https://www.floatingorigin.com
Facebook: https://www.facebook.com/DrChrisThorne
Discord: https://discord.gg/PhzGCrSmy3
Research and technical articles: https://www.researchgate.net/profile/Chris-Thorne-2
Integration options supported
Separate documents are included describing integration for:
1. Game Kit controller (GKC): Multiplayer floating origin movement and stationary action on GKC characters. An interface (API) provides switching of control between DRS and external character controller (tested on GKC). Inital animation and protocol to drive nonLocal player avatars over the network.
2. Space Graphics Toolkit (SGT): Integration offers a replacement for SGT origin-shifting (incorrectly named "floating origin") and scaling up of objects to full-scale. DRS allows continuous travel with high fidelity over Solar system distances (https://youtu.be/_04gv3CnjDU).
3. Mirror Network: Multiplayer networking with spawned prefab avatars. Stationary zero-centered motion and interaction, physics supported. No other game mechanics yet.
Planned: More development in networked multiplayer.
Improvements to full-scale Earth zoom and destination scenes.
Features:
1. Full-scale Earth zoom to a destination scene (about 8.5million meters continuous travel)
2. Increases the scale of your project to handle practically any size.
3. Solves Distant Relative Jitter that is not prevented by floating origin.
4. Solves the Wandering Tower problem (see utube channel).
5. Player/vehicle collisions (via CFO asset). When the player/vehicle collides with an object, the player remains stationary and the entire world is moved away instead.
6. Turns a static scenegraph structure into one that dynamically refines fidelity and resolution as the player approaches a local area.
7. Works directly with Continuous Floating Origin for optimal fidelity.
8. Uses only single precision to achieve accuracy and scale that normally requires double precision
9. Integrations documents including networking and API guides.
10. Easy configuration of single/multiplayer.
11. Drag-drop selection of avatar prefabs for players.
12. Temporal Floating Origin (TFO) timed function mapping to improve time fidelity in calculations, protect long-running games from increasing time error; and enable design independence from Monobehavior Coroutine-based timers. The long-term plan is to replace most mono-coroutine-timed operations.
13. GUI for player prefab selection is now more flexible and minimal.
14. Reduced reliance on predefined Scene tags by dynamically creating player/camera/vehicle hierarchy.
Benefits:
1. You will have the freedom to design full-scale worlds to planetary size with a single Unity scenegraph and still be able to navigate it as a continuous high-fidelity space.
2. No procedural methods required other than the Dynamic Space code.
3. You will not have to use double precision variables that have to be type cast down to single precision.
4. Map/space design flexibility. The places where you need high resolution can be anywhere. You do not have to divide the map into fixed-sized sectors/chunks because of some jitter limit.
5. You will not be forced to use hacks like scaling down objects or complicated, slower object/origin-shifting.
6. Improved performance with many common calculations like distance determination.
In summary, the benefits are increased scale, performance, flexibility, and simplicity with multiplayer and external character controller support.