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max-mapper avatar max-mapper commented on August 28, 2024

Thanks, I have actually been thinking about how to handle this case. The current way voxel.js is set up is:

  • voxel-engine emits events that ask for chunks
  • chunks are given to voxel-engine
  • voxel-engine throws away the chunks when you move away from them in the game
  • when you go back, this process repeats

There is no caching/buffer mechanism right now in voxel-engine. I think this kind of logic should live in an external module, e.g. voxel-network-storage, voxel-indexeddb-storage, voxel-png-storage, voxel-localstorage, etc and the storage modules would listen to game events like:

engine.on('set', saveToDatabase)

Then when voxel-engine requests data:

engine.on('needsChunk', function(position){
  getChunkFromDatabase(position, engine.showChunk)
})

... or something like this.

In the short term I suppose I could make voxel-engine emit the .on('set)` events instead of throwing an error

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vladikoff avatar vladikoff commented on August 28, 2024

Really appreciate the quick response!
Are these the events: https://github.com/maxogden/voxel-engine#gamechunkregiononchange-functionpos- that I can use for the time being?

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max-mapper avatar max-mapper commented on August 28, 2024

Yea .on('missingChunk' is the event for voxel-engine emits events that ask for chunks

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vladikoff avatar vladikoff commented on August 28, 2024

Thanks so much! I shall use that for the time being.

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