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Can this work for Godot 4+ games with multiplayer and open world chunks? #1
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Hey @WithinAmnesia , this game is a draft work-in-progress, with very little functionality. I would say: I am far from talking about chunk-loading, and if you are looking at this repo, you probably should not even worry about it as well. Why don't you focus on creating a single dungeon or map first? I based a lot of the code on some video tutorials, here you go, maybe this guy has more info: Godot Conf 2021 ( Authoritative Multiplayer with Godot - Stefan_Gamedev ) Hope this helps! Start building simple! |
How does one make entities and storage systems like chests and banks for M.M.O.'s for Godot 4.2.1.NET+? I found a tutorial I am working my way through for a working demo and to get better at Godot coding as well: https://www.youtube.com/watch?v=V79YabQZC1s Although I'm not sure what to do to try and get the blockygame multiplayer code to work with other examples for there is a demanding / complicated chunk loading and unloading going on with the blockygame demo where everything has to be able to load and unload and communicate with the server. What are your thoughts and suggestions? All feedback is welcome. |
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.
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