M.M.O.A.R.P.G. Infinite Worlds #16
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Progress with Godot_Voxel for 2D Multiplayer Dynamic Open-World Chunk System (Godot 4.2.1.NET+ Compatibility Mode for most all devices and web browsers): I just got the Godot_Voxel with BlockyGame to generate a flat world for testing in multiplayer: #16 (comment) The code for the flat world generator makes ~3 layers of grass (instead of just 1) and it might be a bit buggy but it works. Although I should have a simpler one like fill all with grass for example but I was not sure how to code that. So I just made iterations and slowly got it to work for multiplayer). Each chunk is 16x16x16 blocks so I have to optimize that into 2D better. It works, it's just now I'm trying to figure out how to make it 2D and not 3D but its progress. I'm not sure how to start the 2D. There are some examples of minecraft in 2D with 2D arrays but I'm not sure how to get the 2D mode going and how to keep the chunk system together. It took a while to get the blocks to be flat and the code was a case of trial and error switching things on and off and adjusting values testing in multiplayer. I am trying to not be bound to the special Godot_Voxel engine module / the special Godot Voxel engine so this solution can be used in regular Godot Engine 4.2.1.NET+ editors. The big thing now is trying to get the 3D chunks into 2D chunks and its is proven to work in Compatibility mode even in 3D so it should work great in 2D. I have some examples that might help for a start but I'm not sure its super amazing at everything but they might help a bit to get a foothold of what to do next: Where should the next step go? What are your thoughts and suggestions? Should I just keep tinkering away with the 4 2D multiplayer godot game demos and keep trying new things until something works with the 2D port of the multiplayer chunk system with Godot_Voxel? All feedback is welcome. |
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Zylann/voxelgame#101 (comment) Big 2D/3D hybrid progress update! It all works! |
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Zylann/voxelgame#103 How can entities and player storage work for this demo? Are there any examples or prototypes? How can entities and storage system like chests stored in chunk data like minecraft? Bonus for account linked storage like M.M.O. player inventory and banks / minecraft player account inventory with shulker boxes. |
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Update: Version 000.007 Testing Storage And Entities. |
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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:
#16 <Start fresh thread.
#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.
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