Chunk Loading System

What is a chunk loading system?

a chunk loading system is a way to manage parts of a game’s map or environment by loading and unloading them based on a player’s proximity, rather than keeping the entire world loaded at once. This approach improves game performance, reduces lag, and helps with memory management, especially in large maps.

How this system works:

Distance Calculation: For each part in each zone, the script checks if it’s within the loadRadius distance from the player.

Part Loading: If a part is within range and isn’t loaded, it clones the part and moves it to workspace.

Part Unloading: If a part is out of range and currently loaded, it is removed from workspace and the loadedParts table.

Benefits of using a chunk system:

  1. Reduced Memory Usage
  • Loading only parts within the player’s vicinity decreases the total number of parts actively rendered and processed. By keeping only nearby parts in workspace, memory usage goes down significantly.
  1. Improved Rendering Performance
  • Roblox has to render fewer objects on the screen, which reduces the strain on the player’s device, particularly useful for players on lower-end hardware. Fewer parts on screen lead to better frame rates and smoother gameplay.
  1. Lower Physics Overhead
  • Only active parts are included in physics calculations. Parts that are unloaded aren’t processed for collisions or interactions, reducing CPU load and lag, especially in games with moving or interactive objects.
  1. Enhanced Network Efficiency (if needed)
  • If this system is combined with Server-Client communication for loading/unloading, it can reduce network load since parts only need to be streamed to clients when they are near, further minimizing lag in multiplayer scenarios.

How to Use:

  1. Create a folder within ReplicatedStorage and name it “Zones”
  2. Create a subfolder within the “Zones” folder and name it whatever you want. For this example we will name it “Farm”.
  3. Create subfolders within the “Farm” folder for each type of assets you will be using (Trees, houses, rocks, Misc, etc). you can name these folders anything you want .
  4. Place your assets inside of the folders that match their respective category. (For better game organization)

This is great for games with big maps that use a lot of parts.

here is a screenshot of a setup example.

Screenshot 2024-11-12 184519

Chunk Loading System.rbxl (110.0 KB)

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