Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Implement occlusion culling to reduce number of loaded chunks #43

Open
cuchaz opened this issue Jul 12, 2015 · 8 comments
Open

Implement occlusion culling to reduce number of loaded chunks #43

cuchaz opened this issue Jul 12, 2015 · 8 comments

Comments

@cuchaz
Copy link
Member

cuchaz commented Jul 12, 2015

yup

@kvverti
Copy link

kvverti commented Jul 24, 2015

Would this mean that a chunk must be visible for it to receive updates? Or would this only affect chunks sent to the player?

@cuchaz
Copy link
Member Author

cuchaz commented Jul 24, 2015

No. It will still get updated (on the server) as long as a player is nearby even if the player can't see it.

@mikesmiffy128
Copy link

Ah so this is just client side loading?

@cuchaz
Copy link
Member Author

cuchaz commented Jul 24, 2015

Yup

@kvverti
Copy link

kvverti commented Jul 24, 2015

This would mean that any entity tracking code remaining on the client would need to be moved to the server, as mobs would no longer be seen by the client outside the visible range. It would wreak havoc on the hostile mob cap.

@cuchaz
Copy link
Member Author

cuchaz commented Jul 24, 2015

It's going to be a long time before we start working on this feature. I wouldn't worry about those issues for now.

@mikesmiffy128
Copy link

Entity tracking should happen on the server anyway. It would avoid all the sync issues like with boats and what not.

@bluebear94
Copy link

As shown in this blog post?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants