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Can this work for Godot 4+ games with multiplayer and open world chunks? #1

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WithinAmnesia opened this issue Feb 16, 2024 · 3 comments

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@WithinAmnesia
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Test chunks link: WithinAmnesia/ARPG#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.

@Yosimitso
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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

@WithinAmnesia
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Can this be hosted / run on a web browser like JDungeon? https://jdungeon.org/ + https://github.com/jonathaneeckhout/jdungeon

@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

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