•Decide how many seconds to look ahead
based on available RAM, speed of the machine…etc.
out the farthest distance the player could travel, moving at top speed, in that
•Start in the zone they are in, and search using the connectivity and
distance data to make a list of every zone the player could reach in that
•For zones in the list created above, queue up all objects in each
zone’s PVS for loading.
•Objects closer to the starting zone should have higher