World transitions connect overlap-region preloading, character handoff, coordinate conversion and old-map release so that partitioning supports continuous exploration.
ZeroWorld · Seamless-world MMO
As producer and core-technology lead, built a runnable seamless-world MMO demo and moved into alpha production, connecting maps, navigation, multiplayer scenes and an asset economy.
My work on this project.
Native AOI tracks neighbor changes across C++, Lua and C#; Recast Navigation extensions and movement synchronization support multiplayer scenes.
Map tools export client JSON and server Lua. Skills are organized around commands, conditions, coroutines and cleanup, connecting designer configuration to runtime behavior.
The economy design connects limited-issuance assets, in-game currency sinks, tasks, mining, equipment and energy demand. It explores how play incentives relate to asset circulation; it is a design, not a return promise.
Integration distinguishes game orders, pending items, minting and NFT transfers, with online/offline receipts and currency reservations. Contracts retain administrative minting and withdrawal powers, so the design is not fully decentralized.
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.