Dynamic Resolution Spaces


Dynamic Resolution Spaces (DRS) is the second Relative Space component for building endless, high-fidelity ...


by chris thorne


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Dynamic Resolution Spaces (DRS) is the second Relative Space component for building endless, high-fidelity open worlds. It includes:
Continuous Floating Origin (CFO) and extends scalability with dynamic space management. Count Zeros Clock (CZC) for improved time fidelity and management.
Mirror Network, its open-source licence is in the Documentation folder.

Uses Unitiy's new Input System and UI Toolkit (requires Unity 2021+).
Install-configure-run videos (prior release):
Latest: Automated network prefabs configuration
Large-scale networked multiplayer
Install-setup-run

Developed by a programmer primarily for other programmers. However, if you are not familiar with coding, help is available.

Floating Origin©® is copyrighted and trademarked (TM number: 2229697) to protect you from false and misleading information as much as my IP.

Social and additional information
Channel
Discord
Technical articles
Web site

Integration options supported
Separate documents are included describing integration for:
1. Game Kit Controller (GKC): An interface (API) provides low-impact integration with impulse (add-force) controllers. Includes initial animation and protocol to drive nonLocal player avatars over the network.
2. Space Graphics Toolkit (SGT): Integration offers a replacement for SGT "floating object" system) and scaling up of objects, such as planets, to full-scale.
3. DRS provides the basis for continuous relative travel with high fidelity over Solar system distances.
4. Mirror Network: Multiplayer networking with spawned prefab avatars. Stationary zero-centered motion and interaction, physics supported. No other game mechanics yet.

Planned: More development in networked multiplayer. FishNet support is coming.
Improvements to full-scale Earth space run and destination scenes.

Features:
1. Stationary (relative) motion: a perfect fit for VR.
2. Full-scale Earth travel to a destination scene (about 8.5million meters continuous travel)
3. Increases the space and time scale of your project to handle practically any size.
4. Solves Distant Relative Jitter (DRJ): DRJ and Wandering Tower problem that is not prevented by the Continuous Floating Origin asset. Solves precision/jitter for surfaces and textures, planetary scale travel, and sensitive physics interactions.
5. Handles large-scale speed for continuous, interplanetary travel.
6. Stationary interaction and physics: e.g. when the player collides with an object, the player remains stationary and the entire world is moved away instead.
7. Turns a predefined large-scale scenegraph structure into one that dynamically changes, refining fidelity and resolution, as the player approaches a local detailed region.
8. Temporal Floating Origin (TFO) timed function mapping (via CZC) to improve the fidelity of temporal logic and calculations and protect long-running games from increasing time error.
9. Works directly with CFO and TFO for optimal fidelity.
10. Uses only single precision to achieve accuracy and scale that normally requires double precision. Consequently, DRS also supports higher floating-point bandwidth compared to using double precision.
11. Easy configuration from single to multiplayer by adding more than one player prefab.
12. Drag-drop selection of avatar prefabs for players.
13. Multitasking/timers design freedom from Coroutines tied to Monobehaviors tied to Scene objects. The long-term plan is to replace most mono-coroutine-timed operations with more efficient and flexible code.
14. Loosley-coupled impulse (add-force) controller integration capability.
15. Reduced reliance on predefined Scene tags by dynamically creating player/camera/vehicle hierarchy.
16. Now has UI toolkit buttons for controlling the application.
17. Working on a partial demo of stationary vehicle riding with vehicle collisions.

Benefits:
1. You will have the freedom to design full-scale worlds to planetary size with a single Unity scenegraph and still be able to navigate it as a continuous high-fidelity space.
2. No procedural methods required other than the Dynamic Space code.
3. You will not have to use double-precision variables that have to be typecast down to single precision and require double the CPU/cache and CPU/graphics bandwidth.
4. Map/space design flexibility. The places where you need high resolution can be anywhere. You do not have to divide the map into fixed-sized sectors/chunks because of some jitter limit.
5. You will not be forced to use hacks like scaling down objects , or complicated, slower object/origin-shifting, sectorising maps and the complexity of managing sector transitions, and portals/jumps are not required.
6. Improved performance with many common calculations like distance determination.
7. Improved time fidelity with the included implementation of Temporal Floating Origin.
8. Greater design freedom via the multi-tasking implementation of Count Zero's Clock.
9. No need for multiple special "floating origin" objects and Scene nodes. Some object-shifting or fake floating origin assets rely on such purpose-built things for each object/entity you need to scale. This asset works with standard scene nodes and objects.

In summary, the benefits are: increased scale, href="https://www.researchgate.net/publication/354077461_FAST_FLOATING_ORIGIN_DISTANCE_CALCULATIONS"performance, design flexibility, and simplicity; with multiplayer and external character controller support.