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To infinity and Beyond! #70
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cb341
commented
Jan 26, 2026
- Infinite terrain generation
- Dynamic terrain loading opposed to only loading on startup
Problematic as there isn't a list of chunks that have already requested by the client meaning that when the player is moving too quickly chunks get requested too often and it causes issues. this should be handled by the client. the server should allow clients to rerequest chunks they already requested
| let mut next_state_value = current_state_value.clone(); | ||
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| if *current_state_value == GameState::WaitingForServer || *current_state_value == GameState::LoadingSpawnArea { | ||
| // TODO: Introduce Chatting Substate |
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This will be implemented in a follow up PR alongside a rework of events
| next_state.set(GameState::Playing); | ||
| } | ||
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| next_state.set(next_state_value); |
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This one was annoying to catch. it wasn't possible to transition from WorldLoading to Playing.
- world loading check system sets next state to Playing after realizing that the world is loaded
- same tick, this system overrides the next state with the current state
- world never enters playing