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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
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Toc

Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials 2. Notes From an Unreal World—Constructing Game World Elements FREE CHAPTER 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Handling level content streaming


In this recipe we are going to divide an existing scene into parts so that it can be streamed as required to unload parts that are no longer required, and ensure parts that are not yet required remain on standby. Streaming helps maximize performance by only loading areas the player can see. Moreover, streaming isn't only useful for performance optimization. In many storytelling scenarios, streaming can be used to selectively expose different features of a level based on player actions. This provides a nice way to generate a non-linear experience.

Getting ready

Open the file Packt_06_Persistent_Start.UDK, which represents the shared content persistent across the boundary between two streamed levels. The scenes we're going to stream have already been divided up from the scene we used in the previous recipe. In your own scene, you'd have to work out which elements would be saved to which scene. There is an upper level and a lower level, and the persistent level...

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