Hello. As mentioned in the Oblivion discussion, CS does not have
a disk paging system for large scenery. Correct?

How these projects relates to the disk paging?
VFS: http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=VFS+Redesign
Streaming Loader: 
http://www.crystalspace3d.org/tikiwiki/tiki-index.php?page=Streaming+Loader

I'm not even sure does my disk paging mean the same as yours.
My disk paging means that the engine memory is shared between
the engine and the disk server. The shared memory will hold
one or more sections of data. Only one section is attached to CS
at a time. That section contains everything needed in the game.
During the paging, the disk server fills the other sections.
The disk server is a different process and runs at lower priority.

The shared memory also contains a common-data area for all sections.
The common-data area is not necessary but will help greatly because
it works as a cache.

That is the basic setting, but it may be necessary to be able to
incrementally add to the rendered section.

Note that the section is not a block of the world. The section contains
the whole world as seen from the location associated to the section.

Note also that the disk server could be totally different program and
know nothing about CS's data structures. All paged data in the disk
could be in the format which requires no load-time conversions.

Juhana
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