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@WithinAmnesia
Last active February 19, 2024 22:14
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Question: The Very Large (104,857,600+ 16x16 Pixel Tiles) Area Map [Bound2bCoding / A Struggle To Survive]
"@"Bound2bCoding"#p133894
"That said, if you are serious about a multi-player game via a web browser, you will need to get assistance from someone else."
Okay there is a working open source Godot 4.2.1.NET ARPG prototype that have solved web browser deployment but it has not solved seamless chunk system data and storage. https://github.com/jonathaneeckhout/jdungeon + https://jonathaneeckhout.itch.io/jdungeon (this had entities / mobs working but they are down for testing).
How is it possible to take the best of this example and also apply seamless chunk system data and storage management for multiplayer? The example of JDungeon as not built for seamless chunk system at the start they wanted portals but it does work online and cross platform. The various forums and threads I've asked about this question have said to do a fresh build with the multiplayer seamless chunk system.
"Database and service development which can scale to your requirements." What do you feel is a good set of recommendations to consider for the server and database to work with the seamless chunk system? I have been searching github for open source Godot projects such as minecraft type examples (and I only have a handful).
Here are some of my best leads so far (you are on it): https://github.com/WithinAmnesia/ARPG/discussions/16#discussioncomment-8513009
"Leads and Suggestions:
https://github.com/Solicey/minecraft-made-with-godot/issues/1 (Multiplayer Minecraft clone written in C# with Godot 4.2.1.NET)
...
https://github.com/xellu/xelcraft/issues/6 (Multiplayer Planned Minecraft clone written in C# with Godot 4.2.1.NET)
...
https://github.com/hakanero/minecraft-clone/issues/1 (Minecraft clone written in C# and GDscript with Godot 4.2.1.NET)
...
https://github.com/pvini07BR/mijocraft/issues/2 (GDScript Multiplayer Minecraft in Godot 3.XX)
...
https://github.com/fanherbaty/crustycraft/issues/1 (2D Minecraft with cave levels in Godot 4.2.1.NET+)
...
https://www.youtube.com/watch?v=LEZGrHyWNmQ + https://astruggletosurvivedevblog.blogspot.com/ (C# software engineer seamless large tile / chunk map that can possibly do multiplayer and browser support game)
...
https://github.com/sirarandor/lux-terra/issues/1 (Multiplayer expanding tile / chunk game with fog of war)"
There are only really about 2-3 maybe 4 examples there in that list that address how to save and maybe integrate with multiplayer. I have been recommend to get a few or more server and database and client systems considered to work with the seamless chunk saving and storage systems at play. What would you recommend as some suggestions for data systems to work with a server that come from the seamless chunk system?
Also how can we take your example video and have it so that the world is hand made but can be altered by the player (chop trees, farm field, mine rocks, break blocks, maybe build houses and structures etc.)? I want to learn C# better and people keep saying the server part should be written in a fast language like C#. Also you are a master at C# and you want people to write their own version of your scripts; of which I need to do. Yet I am not sure what to best do to custom tailor your beautiful scripting to fit with a less procedural generated world; and one that has no wrapping but a more hand built one that is one really big map with interiors and multiplayer?
Oh! Can we learn from your code in C# with the really big tile maps system and build a 100 x 1,024x1,024 [104,857,600 16x16 pixel tiles] map / area (with other linked maps like rooms and interiors and subterranean environments). In that the very large (104,857,600+ 16x16 pixel tiles) area map loads what is in the player view port and can host many clients in the same server like (dynamic worlds) Minecraft or Terraria / (non-dynamic worlds) WoW / Runescape? What would thus look like in your mind and what is needed to create of these chunk systems from scratch with C# that works with Godot 4.2.1.NET and can hook up to 2K to (I think it is feasible in at least 2D) even bigger 16k servers?
Please where can I talk with you and learn how to best master the seamless chunk system example you have? Should I write the script give you a demonstration project and start making little prototypes and asking for help guiding what I should do next for X system or Y requirement when they arise? I need a C# friend to learn from really bad to do this properly and efficiently and to best use C# and Godot 4.2.1.NET and its much funner to work with friends it add a lot of life lol. I want to build as much as I can from the ground up to best work for large multiplayer and Godot 4.2.1.NET.
What are your thoughts and suggestions? What comes to mind that I should initially start doing to do this properly as view from your vast expertise? All feedback is welcome."
Archive Question From: https://godotforums.org/d/32182-a-struggle-to-survive-2d-tile-based-survival-game-set-in-1800s-america/13
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