Yes, that is a great implementation Fuzzy, and in fact has been implemented before. Although I don't consider it is robust as the other hierachial solutions, it is definitely and awesome, and more easy solution.FuzzYspo0N wrote:With seamless outdoor scene swapping i had a technique idea once im sure its been tried, but i found in irrlicht ti worked well... what you do is have zones and then a last "transition zone".
|======|
| map |
| |==[ TRANSITION zone ]== | outdoor
|======|
My idea was you lock them in the transition zone, and while they are trying to find a way out you are loading the outdoor stuff slowly dropping all the rest of the map stuff , and then unlock the outdoor when its loaded.
this might only apply to certain types of games of course and is very limiting. it worked well in my test though i got good results
If you would like to see some examples of this working, then I would have to say the best one would be Tony Hawk's Underground 2 I think...I don't know, there are so many of those games. I will look up for a link of it though.
The funny thing is that I played this game way before I ever got into game development and I still recognized that it was "faking" streaming levels.
Basically what you would do to change levels is you would have to go down these stairs into this completely closed off, and very long hallway with nothing in it, and then you would notice a little skip in the game when you reached the middle, and then you would go up the stairs on the other side and enter the new level! Everytime you go over the middle of the hallway though you notice a skip, so it's pretty obvious.
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Haha, I have to agree with you JP! It seems that you can't go anywhere without seem some awesome Blender screenshots from dlangdev.
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EDIT:
Let me correct myself, the game was Tony Hawk's American Wasteland, and it professed over its super advanced streaming system! But hear is a screenshot of the winding hallway you have to go through when switching levels.
http://www.gamerankings.com/screens5/928082/33.jpg