Open WithinAmnesia opened 6 months ago
It's an online multiplayer game, migrated to Godot 4 some months ago The world is splitted in area, with a terrain mesh per area, each area is deactivated at startup : AIs are deactivated , physic processes, merchants, quests etc, visibility is off
All areas are managed by AreaManager, when a player enters or leave an area, the manager determines if the area must be loaded or unloaded by the server With this system the FPS is pretty good, even for the player running the server
Can this be hosted / run on a web browser like JDungeon? https://jdungeon.org/ + https://github.com/jonathaneeckhout/jdungeon
Update: https://github.com/Zylann/voxelgame/issues/100#issuecomment-1955780686 We figured it out! Now its phase 3 with trying to convert the working multiplayer dynamic seamless chunk system to top down 2D. We are onto the next puzzle to solve now: https://github.com/Zylann/voxelgame/issues/101
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.