Here are the updated and consistently ranked definitions with the added point:
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Divide the Game World into Smaller Chunks: Split the game world into manageable sections, called cells or chunks, to improve performance and resource management.
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Add a "Use World Partition" Property to Node2D/Node3D: Create a property that allows you to specify whether an asset should be part of the world partition system or not.
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Map Assets' Global Positions to World Cells: Assign each asset to its corresponding world cell based on its global position within the game world.
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Load and Unload World Cells Based on Player Position: Dynamically load and unload world cells as the player moves through the game world to optimize performance and memory usage.
4.1. Preload World Cells for Special Events: Load certain world cells ahead of time when needed for specific events or situations.
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Generate Top-Down Screenshots of World Cells: Create visual representations of each world cell to help with level design and debugging.
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Allow Users to Lock Cells for Editing: Provide a feature that enables locking specific world cells to prevent accidental changes during editing.
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Use ResourceLoader and ResourceSaver Classes for Loading and Unloading: Utilize these classes to manage the loading and unloading of world cells and their associated resources.
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Minimize Stuttering with Threads: Use multithreading to perform loading and unloading operations in the background, reducing stutter and improving overall performance.
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Apply Frustum Culling: Implement a technique that only renders objects within the camera's view frustum, further optimizing performance.
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Implement Occlusion Culling for 3D Games: Add another optimization technique that prevents rendering of objects hidden behind other objects, improving performance in 3D games.
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Option to Instance Assets Over Multiple Frames: Include an option to instance heavy assets over multiple frames, reducing stutter issues caused by the demanding first-time setup that a single frame cannot handle.