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#ActualRunesabre

Posted 15 October 2012 - 12:27 AM

I generally break my chunks/objects down into 3 basic categories:

1. Chunks that the client and server can generate identically with little to no shared information. (static chunks).
2. Chunks that are dynamic but don't tend to change much or at all once they are created at runtime. For instance, a terrain block that is created and never moves or changes state.
3. Chunks that are dynamic and change a lot (state info updates, position updates, etc). Player objects as an example. They change state a lot and move around a lot.

Then I build a system that can tackle these three major areas.

#3Runesabre

Posted 15 October 2012 - 12:27 AM

I generally break my chunks/objects down into 3 basic categories:

1. Chunks that the client and server can generate identically with little to no shared information. (static chunks).
2. Chunks that are dynamic but don't tend to change much or at all once they are created at runtime. For instance, a terrain block that is created and never moves or changes state.
3. Chinks that are dynamic and change a lot (state info updates, position updates, etc). Player objects as an example. They change state a lot and move around a lot.

Then I build a system that can tackle these three major areas.

#2Runesabre

Posted 15 October 2012 - 12:26 AM

I generally break my chunks/objects down into 3 basic categories:

1. Chunks that the client and server can generate identically with little to no shared information. (static chunks).
2. Chunks that are dynamic but don't tend to change much or at once they are created at runtime.
3. Chinks that are dynamic and change a lot (state info updates, position updates, etc).

Then I build a system that can tackle these three major areas.

#1Runesabre

Posted 15 October 2012 - 12:25 AM

I generally break my chunks/objects down into 3 basic categories:

1. Chunks that the client and server can generate identically with little to know shared information. (static chunks).
2. Chunks that are dynamic but don't tend to change much or at once they are created at runtime.
3. Chinks that are dynamic and change a lot (state info updates, position updates, etc).

Then I build a system that can tackle these three major areas.

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