A question for real-time loading

sorry for my poor english and for my ignorance, but i’d like to know if there’s a way to make things load in real-time when you are close enough to them and make them unload when they are not in the camera view (as in grand theft auto)…

have a look here :slight_smile:

http://blenderartists.org/forum/showthread.php?t=161081

I think you are refering to culling. As of late the engine does that automatically

The engine does that automatically. The Clipping distance on the camera (clipping start/end) determines how far you can see. Objects outside the view aren’t rendered. The only thing you have to do yourself is occluders. They take objects behind them totally out of the equation. It is only useful if you have big objects in front of a lot of unpredictably placed objects. Most of the time you are just good to go. If you are making a gta game, reuse meshes for houses by instancing them (alt-D) instead of copying (ctrl-D), it should give shorter loading times I think.

edit: the link in post #2 refers to loading objects to and from memory, it can not be done (yet). What I (and rorkimaru) are talking about is the graphic memory, which are probably what you are asking for.

yeah, thank you, i’ll try it. i’ve started a little project, it’s a neighbourhood with detailed graphic, shaders and filters, that you can explore. i’ll try to make people walking with A* pathfinding.

Hey - I’m doing something very similar. Have a look here.

http://blenderartists.org/forum/showthread.php?t=141441

You can download a simplified version of the scene on the second page

Is it just me or is this guy look for an LOD script? Sounds to me like he is. In that case, if you want an LOD script go here: http://blenderartists.org/forum/showthread.php?t=160500

It’s got a really good one with an example blend and everything.Might be good to note, this is for decreasing the detail of the meshes, not just removing them. You should be able to adapt it for both though. Occluders don’t work on distance. This does.

yeah, that’s what i was looking for. thank you very much!