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Next in Multi-world Support #3146
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Could always start by instead of using an integral x/y/z for coordinate, instead start converting to integral w/x/y/z block coordinate, just make the 'world' another dimension to make it a 4-dimensional world. That alone would allow you to unify a lot between the multi-worlds by just treating the w coordinate like any other, but keep the physics/rendering constrained to the current 'w' only (although it is possible to 'rotate' to another primary axis to make a 4d rotating game in the Terasology engine as well at that point). |
So digging up old issues, I found these issues related to entity system
I think some filtering can be done in these, some are even GSoC scope which can be removed. I tried as finding many possible 🙂 |
This is a substantial topic, worthy of GSOC, but likely still blocked by additional foundation work such as re-integrating
gestalt-entity-system
(#3145).With the GSOC item on Sectors in 2017 by @Vizaxo we've got some of the initial foundation work in place, such as improved entity scope and independent entity pools. In brief the goal with sectors is isolating a sub-set of entities in a world that can be grouped in a sensible fashion away from one or more other groups so each can be processed independently and only shared with relevant connected clients.
That sounds an awful lot like having multiple independent worlds, doesn't it? The Sector thread in the forum goes deeper into the details: http://forum.terasology.org/threads/new-conceptual-layer-sector-plus-musings-on-multi-world-node.1420
But sub-instancing within a single world is still not quite splitting a hosted game universe into having multiple worlds in it, and even that we still don't quite have, just some pieces for it. It might be that another GSOC project could make more pieces even without #3145, maybe some could be split out from this issue. Some ideas:
Edit: Linking to #2774 which is another GSOC scope item and very related to this issue
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