A player joining a big world waits for ages or finds holes in the map
Sending the whole world to a newcomer takes minutes, and changes keep happening while it travels. Here is how to send the parts near them first, resume after a hiccup, and make sure nothing that changed in the meantime is left stale.
Why this works
A player cannot see the whole world at once, only what is near. So send the near parts first and the rest while they play. Counting a piece as delivered only when the player confirms it means a lost message shows up as a gap that gets filled.
When not to use it
Do not cut the world up when it is small enough to send whole in a moment, such as a single room or a short level. The extra bookkeeping buys nothing there. It also fits badly when the player can jump anywhere at once.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 26 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A player joining a big world waits for ages or finds holes in the map" (read_entry joining-a-big-world-in-pieces) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP