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《Drifting》is a third-person shooter-action game. The combat system revolves around air-to-ground, air-to-air shooting and traversing. Each encounter in the game challenges the player to develop a situational awareness in 3D space, which includes constantly prioritizing your target whilst observing the surroundings to find out the key to advance to the next stage.

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Distance Fade Level
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Description

Scenery in《Drifting》

Distance Fade Level

In addition to the level streaming function provided by UE4, I've built a (camera-based) distance fade feature, so that actors beyond a certain distance from players are hidden. I use level streaming volume for resource management; distanced fade for not spoiling later sections of the level before players are able to get there.

The current distance fade system is not complete, however - since I need to use the masked opacity channel to make every actor in the level fade out beyond a distance - the draw call for the game increases dramatically and eats up a lot of rendering time. I'm currently investigating a way to disable actors when its distance is further beyond the scope of distance fade. Hopefully, this can bring back the draw calls down to a reasonable number.

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rit2040
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