My game will have multiple different matches happening at once. (probably around 9 or 10) And each match has 3 maps, some of my maps are up to 5000 studs long. This means 9*3*5000
for the whole server. Will this break my game?
Will it break? Probably not…
Is it best? Also probably not.
Consider how long each match will take, and if you can re-use some maps (rotating players between maps, so each team is on one map for a set time and then switches). I also think that if there’s so much space, it may be potentially detrimental to your game design by making one ‘stint’ of gameplay simply too long—players may lose interest and leave.
I’m gonna have streaming enabled turned on. It’ll be a duels game like rivals, and the movement is fast paced enough, the gameplay is a normal speed. I am just concerned about the map breaking.
It should not break. I wouldn’t do anything revolutionary like moving the maps around within the workspace—just leave them set up within the workspace and teleport players to them.
The maps are randomly generated/voted for by playerse. There are new maps every match like rivals.
I don’t think it will break your game. Shouldn’t occlusion culling hide anything not visible anyways?
Also, why do all 3 maps have to be loaded at once? This wouldn’t really make much sense as you should it causes unnecessary lag. I would recommend having one map loaded at a time for each match.
One player could be on one map and the other players could be on another. It’s needed.
When a map isn’t used it could be in server storage (or delete and get from replicated storage when needed(i might be wrong idk how it works))
Why? If each match has 3 maps, have 1 map loaded at a time for each match. This would remove the maps that aren’t being used.
Just explained, if one player is on map 1 and the other is on map 3 I need all 3 loaded. If you’re talking about checking if players are on a map and loading them, I believe it would be worse performance moving it back and forth + streaming enabled will not lag the client. It will also be a lot more work than needed to check if players are on a map and to load it for a nonexistent performance difference.
Why would players in a match be on different maps? I don’t know how your game works, but its best to remove any maps that aren’t being used. Instead of having 30 different maps loaded at once just load the maps that are in use.
This is off topic and I don’t feel like explaining my game system to you.
Things seem to start breaking down past 15,000 studs which is not enough space for me. This means my extents are:
-15000,0,-15000 to 15000,0,15000
This is a completely valid question. It makes no sense why all 3 maps aren’t in use.
It just makes more sense to unload maps not in use. Even if all 3 are (for some reason) in use, you could still delete maps that aren’t in use.
In that case, your map is too big. There are alternatives such as having maps only visible to the players in that match.