Gonna have to give this a second watch as there were a few things that I didn't quite understand like you have the camera attached to the player character but you put a lot of emphasis on centering it on them. And I get that this makes chunking irrelevant but feel that it might still benefit from it. I appreciate that you kept the code in a readable state. Looking forward to implementing your bit masking system.
@Bound2bCoding6 ай бұрын
Hello. Thank you for your compliments and interest. I am planning to experiment with this method using a chunking system I wrote when I was building this in Unity years back. I want to see if combining it with chunking makes it even faster.
@xorxpert2 ай бұрын
@@Bound2bCodingchunks + threads if possible yes, also not rendering chunks not in player viewport
@TheYashakami10 ай бұрын
This is exactly the video I was looking for. I'll also keep my eye on your game, it sounds fun. Thanks!
@Bound2bCoding10 ай бұрын
I am pleased you found some value in it. I appreciate your interest. Thanks!
@itchesavvy8 ай бұрын
I have developed a similar approach for large maps. Seeing someone else with the same ideas was very encouraging, and you also gave me a couple of new ideas to better implement my approach. Thanks for sharing!
@Bound2bCoding8 ай бұрын
I am happy you were able to glean some insights. I am very excited about the recent news that Godot 4 is getting Physics Interpolation very soon. This should reduce the jerkiness of my tilemap implementation. If it does not significantly reduce it, I may take my approach and tweak it further. I may fold chunking into this. I am not against chunking. I wrote a custom chunking engine when I was working on this game in UNITY before I switched to Godot. Always good have options in your toolbox! Thanks again. And, thanks for being subscriber number 100!
@tolemykus480510 ай бұрын
Interesting project. I'll try to keep my eye on it.
@Bound2bCoding10 ай бұрын
Thanks for posting a comment on my project. I appreciate your interest.
@simisoadnomis3d4074 ай бұрын
Thank you very much, that was very interesting!
@juanvivanco80684 ай бұрын
Interesting
@RiesenradGameStudios11 ай бұрын
really impressive but each time something gets cleaned i can see the mini stutter in the game window
@Bound2bCoding11 ай бұрын
Thanks for the comment. You are not wrong. I hate that hesitation. It is much less pronounced and almost undetectable in Godot 3. I don't believe my methodology is unreasonable for the Godot engine. I think the problem might be a combination of the current lack of Physics Interpolation in Godot 4 coupled with a recent discovery of a frame refresh issue in Godot 4 with the Vulcan engine. I don't ever want to imply that chunking is a bad thing. This is just an alternative to chunking that I wanted to share with the community. It's always a good thing when we have options.
@CharleyDonar2 ай бұрын
THANK YOU!
@Bound2bCoding2 ай бұрын
Happy you found it useful.
@gutzimmumdo49107 ай бұрын
what's the problem with chunks and why is this better?
@Bound2bCoding7 ай бұрын
Hello. There is absolutely nothing in the world wrong with chunking. I wrote a chunk engine when I was working on this game in Unity before switching over to Godot. I think what got me interested in an alternative to chunks was the speed of Godot 3. I thought I would try to take a different approach to loading a large game world, which led me to the technique I describe in several of my videos. Also, I have never claimed it was better than chunking, just different. As my game progresses, I may find that chunking will be a better solution for the player than the refresh-view-per-move approach I am using currently. If that happens, I am not the least bit shy about using a chunk engine. Just like Unity has alternatives, i.e. Godot, etc., chunking can also have alternatives. That is my whole point in a nutshell. Thanks for the comment.