JDungeon by Mawakajaka For the goal right now it is easy to play this but imagine it has seamless chunk loading and unloading. As instead of the black world boundary a new chunk loads in seamlessly. What are your suggestions and thoughts?
My initial testing seems to feel even faster combat with the 128x128 chunk. This 128x128 chunk has the same amount of entities as the 256x256 chunk. For I moved all of the entities over into the 128x128 chunk. This 128x128 chunk is a good test for using the Infinite-Worlds using the BinarySerializer for Godot 4.2+ from Theraot. There needs to be some testing how to make the chunks seamlessly load and unload.
JDungeon by Mawakajaka For the goal right now it is easy to play this but imagine it has seamless chunk loading and unloading. As instead of the black world boundary a new chunk loads in seamlessly. What are your suggestions and thoughts?
My initial testing seems to feel even faster combat with the 128x128 chunk. This 128x128 chunk has the same amount of entities as the 256x256 chunk. For I moved all of the entities over into the 128x128 chunk. This 128x128 chunk is a good test for using the Infinite-Worlds using the BinarySerializer for Godot 4.2+ from Theraot: BinarySerializer for Godot 4.2+ · GitHub . There needs to be some testing how to make the chunks seamlessly load and unload.
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. Example: https://www.youtube.com/watch?v=uE36MVjB5-8
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."