annabet_h
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| Joined: 13 Mar 2016 |
| Total Posts: 1475 |
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| 26 Oct 2017 09:12 AM |
| how would you go by loading a 10,000 by 10,000 region of non-voxel terrain divided into 9 chunks? |
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Ezuras
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| Joined: 07 Nov 2012 |
| Total Posts: 8768 |
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| 26 Oct 2017 09:13 AM |
| why would you want to do this would be the better question |
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annabet_h
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| Joined: 13 Mar 2016 |
| Total Posts: 1475 |
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| 26 Oct 2017 09:21 AM |
| any better idea? this is for terrain, and i wanna see how i can go by giving the player a good view of distant mountains |
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| 26 Oct 2017 09:24 AM |
| once a player gets near an empty chunk, fire a remote event to the server which will handle terrain generation (using an algorithm of your choice). on the client, 'load' and 'unload' chunks locally once you get closer/further away. |
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annabet_h
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| Joined: 13 Mar 2016 |
| Total Posts: 1475 |
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| 26 Oct 2017 09:28 AM |
"once a player gets near an empty chunk" i'm trying to avoid that, since seeing a random new landscape appear right in front of your eyes right after encountering a fall into the void would seem a bit, weird would setting a model of say, 7000+ parts from nil to CurrentCamera cause any lag? and rendering all those parts with a global script even without setting the parent would cause lag, won't it? |
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| 26 Oct 2017 09:37 AM |
| you dont have to just instantaneously set a new chunks parent to workspace, you could divide them into smaller sections or iterate through each part and set their parent. also you wouldnt really destroy a chunk locally right infront of you, you'd probably destroy a chunk 500 studs away. if you're using fe, the other player's wont be affected when another player decides to unload a chunk since they're far away. |
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| 26 Oct 2017 09:48 AM |
| I would say store the whole map on the client (unless that would take a huge amount of time / bandwidth for every player to load) instead of having to transfer from the server all the time. That would make it quicker for a client to load a new chunk. And I think 9 chunks is too few, I'd recommend at least 16 (so you can render 9 at a time and avoid the issue of terrain suddenly appearing/disappearing infront of the player). |
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