Potential Features


Current status

The upcoming version 1.0 is feature complete.

Next version:

  1. Storage of modified meshes and their associated colliders.
  2. Physic materials

On The Roadmap

Here’s an opportunity for me to show you what I’m thinking of adding and for you to vote on it!

Dynamic object serialization [DONE]

The ability to have single objects saved off to disk when they get too far away from a controlling character – they are then automatically loaded back in when the character comes back in range.  Unloaded objects are stored on disk to free memory inside the application and loading is mapped across a number of frames to reduce the chance of glitching.

Procedural Mesh Storage

The ability to store script generated meshes and load them back in later.

Your Ideas

Please feel free to leave comments with your ideas for features or improvements.

  1. #1 by dburongarcia on June 30, 2012 - 2:24 pm

    Use the system to “save things in time” so it allows us not just to save a precise moment, but everything that happens from moment A to moment B. Later it could be used to review the best moments in multiple cameras or a whole match, like in sports, or just go back in time like in “Prince of Persia: Sands of Time”.

  2. #2 by Andy Grogan on July 19, 2012 - 11:16 pm

    Since I’m volunteering next month for no paytoo I only donated $5 for now. I think the work you’ve done is nice and am interested in the experimental Playmaker integration.

    When I do get around to integrating it I want to see how easy it would be to use it to sync games state over a network with other players (if that’s not too tangential).

    Thank you very much.

    • #3 by whydoidoit on July 19, 2012 - 11:20 pm

      That is absolutely possible (I’ve used it myself) but the performance isn’t ideal for very frequent updates at the moment. It works but the load on the CPU isn’t brilliant. There are a number of ways that this can be improved – mainly by actually caching the types that can be transferred in advance (at the moment it works them out from the object every time). This could potentially make everything a lot faster but would mean relinquishing the current check for values having their default – which could potentially increase the transfer size). I’m definitely considering it for the release after v1.0

  3. #4 by thundercell on July 19, 2012 - 11:43 pm

    Well thanks for that, I kind of figured you had such plans but I was unsure of have much optimization you’d done already.

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