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#babylonjs Browser MMORPG #indiegamedev Ep21 – Spatial Hash Grid Area of Interest

#babylonjs Browser MMORPG #indiegamedev Ep21 – Spatial Hash Grid Area of Interest

HelloI'm working on POC (prove of concept) implementation of monsters system. I managed to achieve first milestone which is loading entities into engine.And finally i have occasion to show You how my hash grid area of interest is working.Engine is refreshing area of interest data each second and it sends info to the clients to show/remove entity. There're two visibility ranges. First is lower (eg 50 units) it describes distance below which entity should be visible and second visibility range (eg 100 units) is bigger and it's use to hide entities. This way I'm avoiding sending create/remove entity command when…
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