Closed WithinAmnesia closed 8 months ago
Hi, I don't see why this wouldn't work in any project!
I'm assuming you are loading chunks based on a player entering (or coming close to) a chunk. And only then you load it. If you set this check for the camera instead, chunks would load when it flies near them. But be careful not to fly too far away and free/destroy your parent player character 😁 Maybe you could have this logic on both the character and the camera.
Similar idea - just put the chunk loading on the player and not the camera and chunks will not load for the freecam. This is what freecam mods in minecraft do for example.
I don't really understand your question here?
Update: I am doing a from scratch build now for the multiplayer chunk system. What should I do for the server and the data and chunk storage? I have a few leads and some more thoughts and resources can be found here: https://github.com/WithinAmnesia/ARPG/discussions/16 <Start fresh thread. https://github.com/WithinAmnesia/ARPG/discussions/15 <Previous start thread. It was suggested I build a from scratch Multiplayer seamless chunk system that eventually be put together where it can handle 2K-16K+ players on the same server. What should be done for a web deployment to also run on a browser? I was suggested to try and do a chunk storage system similar to Minecraft or Terraria where each chunk is stored individually and accessed by the server in communication with the player clients. What should be done to solve this chunk puzzle? All feedback is welcome.
I don't see how your ARPG project is related to this tiny plugin of mine.
Good luck though :)
Thats okay. I'm looking for how to save multiplayer chunk data now any suggestions / examples?
Test chunks link: https://github.com/WithinAmnesia/ARPG/discussions/15
I'm trying to find a way to seamless load and unload chunks for a 2D multiplayer game project to make an open world with a working server using Godot 4.2.1.NET.
How can this work for multiplayer and what is needed for this to potentially work? What options can be used for chunk loading and unloading seamlessly in Godot 4.2.1.NET? Please give feedback.