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Level streaming and Non euclidean level design

Hey everyone, I want to make a gme with non euclidean level design, and I was wondering if level streaming can help me to do that.

I want to make something similar to this video : https://www.youtube.com/watch?v=_xFbRecjKQA (Making of at the end)

I thought that if I can stream a level with a variable location, I could be able to recreate UDK's UTPortal.

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asked May 23 '14 at 03:04 AM in Using UE4

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Not really, level streaming is primarily designed to allow you to load a large world little bits at a time (open world games), or if you simply don't want to have load screens. For the non-euclidean effect, you really need everything mostly loaded because you'll be quickly moving from non spatially relative locations. Additionally you want each location to be spatially distinct, because otherwise physics would be a nightmare.

Generally in order to create those levels, people create portals. Which combines the logic needed to render another portion of the level on top of a quad. Then as the player approaches the portal, as soon as the get close enough to the boundary you need to teleport them to the other part of the level. It's tricky to get right, a lot of the advanced implementations of portaling require you to duplicate objects temporarily in order to render it simultaneously part way between both worlds, once you get into doing it with objects and such.

Cheers, Nick

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answered May 23 '14 at 03:33 PM

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Nick Darnell ♦♦ STAFF
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