Organized classes and skills, physical/magic relationships, treasures and cultivation progression, with seamless-world exploration and aerial combat as key differentiators.
蜀山奇侠 · 3D MMO and aerial combat
A full-3D MMO developed during Hanhun’s transition from H5 distribution to in-house games, combining classes, treasures, progression and a seamless flying world. This is distinct from the later ZeroWorld project.
My work on this project.
Selected Unity / Skynet with a single logic service and distributed scene services, supported by shared C++ navigation/synchronization, protocols and data updates.
Extended Recast Navigation with project-specific navigation, ballistics, cross-map travel, fast scene entry and aerial combat.
Built configuration for AI, quests, instances, combat and controls, alongside UI, weather/terrain and art/design data standards to support content production.
Spatial architecture: extended Recast Navigation with coarse nine-cell neighborhoods for visible-character synchronization, coordinated overlapping-scene synchronization and 3D resource loading for seamless worlds, and used grid collision checks to reduce server hit-detection cost.