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Yay. World chunking now. So FOV works over chunks: they're loaded into memory on the server as "warm" (blue on debug map), then rendered on the client (green). Clients remove the chunks that are too far away, but the server keeps the warm ones. I'll use them for simulation. #gamedev #godot

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I might have to unload them later, if memory becomes a problem. But the idea is that green chunks are live and the further "stuff" is from the player the less fidelity (and CPU) needs to be spent on the simulation. Stuff like enemies could be simulated on warm chunks, but abstracted on cold ones.

For now unloading is not an option as it wouldn't persist any changes players made. The full lifecycle/hierarchy will have to be: active -> warm -> cold -> [serialise] -> [unload] -> frozen And then a frozen chunk could be re-heated if needed.