We’ve introduced the Chunk Tree, which manages the creation and organization of all Chunk Meshes. It also informs each Chunk Mesh about its neighbors. By default, the Chunk Tree generates a 4x4 grid of Chunk Meshes, but you can change this in the game’s config file. Keep in mind, though, that the more Chunk Meshes you create, the longer the game will take to load, since it only starts once all Chunk Meshes are ready.
The Chunk Mesh itself has also been improved. It now has a size limit of 12x12 blocks. When this limit is exceeded, the system checks if there’s a neighboring Chunk Mesh to transfer the block into. If there isn’t, the block simply won’t be placed. This limit can also be adjusted in the config file. On top of that, Face Occlusion now works across neighboring Chunk Meshes, preventing hidden faces between them from being rendered.
Another important change: players can no longer place blocks where they (or any other entity) are standing. We’ve also added a basic settings system (currently only editable through the config file located at ~\AppData\Roaming\Godot\app_userdata\World\
). From there, you can adjust mouse and controller sensitivity, Chunk Mesh size, and the total number of Chunk Meshes generated.
That’s all for this update — no new blocks this time, as the focus was on improving the Chunk Mesh system. But here’s a little spoiler for the next one: we’ll be working on the hand system, which will be quite different from Minecraft’s. I won’t share more for now to avoid raising expectations, but stay tuned!
Thanks a lot for your time, and I wish you all a great gaming session!
0 comments