I wanted to ask about the streaming that's being developed and released with DC. Generally, I'm curious about how it works, how you set it up, how easy it is to set up, and the restrictions it has at the moment, similar to how things "pop" into existence in newer engines like UE3, where streaming becomes harder if you want to make a large environment where the player will see another level from where they are at in the present level and not notice the change, or if this has been developed to be really "seamless" in regards to large open levels. Also, what situations are preferable when using the streaming system, such as the one mentioned above with large environments, or situations like half-life where portals to other levels would be set up in corridors to hide these pops from the player?
That's not really how it has
to work. Granted, if one is using this system and wants to incorporate a little of the next level by the "exits", they can do so the old fashioned way by including a little mapping just beyond the cutoff point (like Half Life I suppose). I suppose you could do the same on a grander scale using open terrain maps as well. Really, the burden is on the mapper to flesh out the "beyond point," but generally speaking the placement of the player is defined by a starting/exit actor. The real seamless sense of this is that the player can go forward or backward and everything will be exactly as they left it.