05-06-2016, 01:45 PM
Reasons why this is hard and kind of sucks:
A much smarter way is to send the seed, then send a sparse voxel octtree of the bits of the world the player has changed. Though a problem arises when editing the world, as octtrees have a logarithmic rebuild rate, somethine we don't have to worrie about with a byte array implementation like we currently have.
- You're trading bandwidth for CPU cycles
- It's very hard to take a chunk of data and create a psudo random seem that is significantly smaller in enough time
A much smarter way is to send the seed, then send a sparse voxel octtree of the bits of the world the player has changed. Though a problem arises when editing the world, as octtrees have a logarithmic rebuild rate, somethine we don't have to worrie about with a byte array implementation like we currently have.