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Can this work for Godot 4+ multiplayer open-world chunk system? #1

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WithinAmnesia opened this issue Feb 20, 2024 · 2 comments
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@WithinAmnesia
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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:
WithinAmnesia/ARPG#16 <Start fresh thread.
WithinAmnesia/ARPG#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.

@Jimmy106-e
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For now I haven't gotten that far into making Minecraft 2D so I don't know what too suggest.
I'm sorry I don't know how to answer your question.

@WithinAmnesia
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Update: Zylann/voxelgame#100 (comment) 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: Zylann/voxelgame#101

How do we make the top down 2D multiplayer branch / version of this that can run on Godot 4.2.1.NET+ Compatibility and for online web / browser game hosting (so pretty much anything everything can play this power multiplayer seamless chunk system?

Requirements: A hand made and dynamic main over world map 100 areas combined with 1,024 x 1,024 tile map for an at least tile map size of 104,857,600 tiles with 16 x 16 pixel tiles at least. Perhaps double that with subterranean and interiors included to the total amount of tiles for a multiplayer seamless chunk system. The intended client / player / population / server size is to be ~2K to ~16K+ clients on one server. How can we convert the Blockygame multiplayer seamless chunk system for this forever free open source forever free goal?

My first thoughts are to get just to the basics and start from a stripped down 2D array. Yet I have to do this properly to keep the dynamic multiplayer seamless chunk system intact and future proof for 2.5D and 3D games; when they are ready to be made in subsequent order. I must seek guidance to do this properly and make a beautiful work for the community to be empowered with too for making massive multiplayer games. I call this whole open source forever free community dynamic multiplayer seamless chunk system Infinite Worlds.

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