Hi. Last 2-3 months I was working on a minecraft-like game. The main goal of this project was to make really large worlds (10000000 studs and further). You know that it’s difficult thing to make (floating point problems). So there’s my idea: Use two Lua Numbers: first for integers and second for float (0 - .9999…). So I wrote custom module for that: I’ve called it: MEGANUMBER
Second Idea of this game is OSOW (one server, one world). ALL players of this game play on one server (200 players). Server saves everything. For example: you’ve joined the server, gathered some resources, built a lovely house and finally disconnected. “insert your number” years later, you join and see your house, on the same place! (Yes, this is 2B2T on Roblox).
So, I need your feedback! This is the first project I share. Thank you all in advance.
If you want player progress to save even after they stop rendering the chunk, you’ll have to save all of the chunk data, right? (unless you can save only their actions which would be complicated)
Respectfully, you’re copycatting a game and boasting your map is way bigger. But realistically nobody is going to even travel half that. Just seems kind of pointless to me.
I like the visualization of how your physics engine works! I had assumed you were just using raycasting but it looks like there is actual math going on there!
Out of curiosity, how are you loading the modified terrain data? It would be cool to use separate datastore entries for groups of chunks by location so that it was super scalable!
I’ve also wondered about the best ways to do this for a while, how are you managing trees generated on chunk borders? I know some people generate the small structures of surrounding chunks that might overlap into the chunk being generated, and other people have the small structures just be added to surrounding chunks after generation (e.g. trees originating in other chunks aren’t added until those chunks are added).