On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Well, the thing is that the terrain can be modified with digging and building, so that's why.

(1 edit)

You don't have to store the natural world in memory, you can store changes to the terrain/world instead and cut down on memory / world gen substantially

A lot of proc gen worlds do this kind of thing.

(+1)

Hmm, good idea. I was too focused on just making it just work way back then in the Godot 4 Beta, so this might be a huge optimization improvement, thanks!

np friend, good luck with everything!! I like the ambition you have for your game!

So let's say I created a brand new world. So far no chunk files. Then I modify the terrain or world in some way in chunk 34. A file for chunk 34 is created with my changes to the terrain. That kind of thing. And of course depending on how you dod things you can have a hodgepodge of things saved in files and generated on the fly. Of course, it's up to your own discretion as a developer. But I don't think everything needs to be saved into chunk files like that. 

ah yes. I'll save each chunk individually still so it's easier to load, and I can store stuff like NPCs, villages and dungeons innit. but I'll definitely have to stop saving the whole ass terrain heights.