open-world-streaminglisted
Install: claude install-skill Firzus/agent-skills
# Open-World Streaming
Build a world larger than memory by loading only what surrounds the player —
the cell-level streaming system, the sub-cell rendering frontier underneath
it, and the procedural-generation/living-world layers around it. This skill
is the engine-agnostic architecture blueprint: components, data flow,
budgets, build order, and failure modes. Engine tooling specifics live in
the engine mapping section and the dedicated engine skills
(`unity`, `ue5-aaa-best-practices`).
## The core invariant
Everything in a streaming system serves one inequality:
```
lookahead_distance ≥ max_speed × (t_io + t_decompress + t_activate) + margin
```
The player must never reach a cell before it's ready. When the inequality
fails you have exactly six levers, all used by shipped games: cap traversal
speed (Spider-Man PS4), reduce LOD at high speed (GTA V flight), widen
lookahead in the movement direction (velocity prediction), shrink per-cell
payload (Ghost of Tsushima's 2 MB tiles), improve IO (SSD-first pipelines),
or hide the load behind a transition (fast-travel fade).
## System anatomy
A streaming system is five components; build them in this order
(see [components.md](./components.md) for each in detail):
1. **Partitioning** — the world divided into cells (uniform grid by default:
128 m dense city, 256 m mixed, 512 m sparse) with content assigned per
cell at build time.
2. **Streaming sources** — points of interest (player, cinematic camera,
teleport destinat