Skip to content

Conversation

@cb341
Copy link
Owner

@cb341 cb341 commented Jan 26, 2026

  • Infinite terrain generation
  • Dynamic terrain loading opposed to only loading on startup

cb341 added 3 commits January 26, 2026 12:54
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
@cb341 cb341 self-assigned this Jan 26, 2026
let mut next_state_value = current_state_value.clone();

if *current_state_value == GameState::WaitingForServer || *current_state_value == GameState::LoadingSpawnArea {
// TODO: Introduce Chatting Substate
Copy link
Owner Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This will be implemented in a follow up PR alongside a rework of events

next_state.set(GameState::Playing);
}

next_state.set(next_state_value);
Copy link
Owner Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This one was annoying to catch. it wasn't possible to transition from WorldLoading to Playing.

  1. world loading check system sets next state to Playing after realizing that the world is loaded
  2. same tick, this system overrides the next state with the current state
  3. world never enters playing

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants