Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
0

Build the Oasis: City (just-in-time geometry proof of concept)

A topic by David J. Kalbfleisch created Aug 15, 2020 Views: 208
Viewing posts 1 to 1

Let's say you're into World of Warcraft.  Every once in a while, you download an expansion pack--probably in the background because it's so large--to expand the world.  What happens when the world is so large that it's too big to fit on your hard drive?  Maybe you want to interact with the world from a mobile device, which has even more limited resources.  One solution might be to stream the world to users as necessary--only transmit what the user can see now and in the immediate future.  Services like Google Stadia somewhat reflect this premise, but they are streaming video, which will always require a lot of bandwidth.  What if the stream were just geometry information, and the users' devices just run a game engine client?

I built out a proof of concept called Build the Oasis: City.  You can download the client and receive the city geometry from a server while looking around for monkeys.  (Shout out to the Blender community!)  For a complete list of download options, including an unsigned MacOS version, or to contact the developer (me), visit https://www.buildtheoasis.com.

I'm particularly interested to hear from anybody who thinks this might be a useful approach to delivering their game's world.  Regarding the video's emphasis on the reduction of overdraw, the response I typically get from professional game developers is, "Game engines already do that."  My innovation, if anything, is the just-in-time deliver of geometry.