I’m making a duels fighting game and for each match I want to create a map that is positioned around 2000 studs away from the previous one so that the matches won’t be visible to one another. I’m planning on just doing oldmap.CFrame * CFrame.new(0,0,2000). My concern is that this will eventually break the game. (Is there a max distance from how far positioned your map is?)
StreamingEnabled is on in my game so I’m not concerned about client performance.
All depends on your max player count (will there ever be a time where there’s so many players you’ll hit floating point?), and of course you gotta delete the previous position if that one is unused so you can fill it in again. I wouldn’t worry too much about it, just don’t forget to reuse previous positions.
Yea, you’re right. The most maps that could be open is if there were 20 1v1s in a full 40 player server. The only rare scenario is if theres an empty 1v1 where one player left and then for a split second theres not enough spots. I’m just going to assume that never happens though.
Why would you handle all matches in one server with multiple maps, which would create immense lag when copying or deleting the maps? Just teleport users to a new server every time they’re about to start a match. Use Places for that.
That’s what it’s like right now. It teleports both matchmaking and physical queues to a separate place. If you look at popular games like rivals and MVSD, the performance usage is clearly worth it for a smoother and quicker onboarding experience.