Comments (4)
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
from voxel-engine.
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?
from voxel-engine.
Yea .on('missingChunk'
is the event for voxel-engine emits events that ask for chunks
from voxel-engine.
Thanks so much! I shall use that for the time being.
from voxel-engine.
Related Issues (20)
- Forcing master branch to render blocks HOT 2
- Large positions cause strange behavior, glitchly camera, falling through blocks, no rendering. HOT 2
- Async loading of chunks HOT 1
- Shading planned
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- Why not use requestAnimationFrame instead of setInterval ?
- How to regenerate terrain? HOT 1
- How to create a world with voxel that serves multi-player? HOT 1
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- Is the website hacked? HOT 2
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