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Can this work for Godot 4+ multiplayer open-world chunk system? #1
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Uhh??? I don't think this repo of mine even has a direction to head in yet. Kind of dropped it at some point, and it was meant to be a canvas to help draw up maps because some SMP servers don't allow minimap mods. |
Do you have any suggestions of where I can look and maybe some people to ask? Anyone in the Minecraft community who could help maybe? Minecraft modders maybe be able to help? Any feedback is welcome. |
I have no experiences with this stuff so I don't really know where would be best to ask, nor have I dabbled with Minecraft's networking system. Sorry. |
Thats okay. I'm looking for how to save multiplayer chunk data now any suggestions / examples? |
You could send the entirety of a chunk on initial join and send each changes to chunks bit by bit. If you have extra bandwidths, you can probably resend whole chunks on 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: |
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.
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