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Jun 4, 2012 at 11:15 vote accept Sebastien Diot
Jun 4, 2012 at 11:03 comment added Sebastien Diot @gardian06 Yes, also the diagonal. So 8 neighbors (or 26 if it was split in all 3 dimensions). The problem with variable chunk size is that it makes "addressing" a lot more complicated. I prefer to have them all the same logical size. If they have little or no content, then they just take up (much) less ram.
Jun 4, 2012 at 3:30 answer added Jake timeline score: 2
Jun 3, 2012 at 15:26 comment added gardian06 @sebastienDiot when you say "one neighboring partition on all sides is enough" are you taking into account diagonals? I would probably suggest a scale-able n rather then 1 though if your grid partitions are big enough 1 might be fine. this could could come up in the tuning/balancing phase for consideration
Jun 3, 2012 at 15:22 answer added gardian06 timeline score: 2
Jun 3, 2012 at 14:20 comment added Sebastien Diot I want to use a square grid. All partitions are the same size (in virtual world space, not in amount of data), and not very big, to better distribute the load. They should be big enough that seeing one neighboring partition on all sides is enough for the AI perception. I probably won't be able to get away with fully hidden borders, but it should be seamless for the player up to the edge of it's perception, if not for the mobs.
Jun 3, 2012 at 14:14 history tweeted twitter.com/#!/StackGameDev/status/209287051005280256
Jun 3, 2012 at 14:00 comment added nycynik some systems handle this by limiting activity around the edges, but not sure if this applies to your environment.
Jun 3, 2012 at 13:58 comment added gardian06 what form of partitioning? each form has different advantages, and disadvantages. as well as having different ways of cutting space, and some lend more to iterative knowledge of the surrounding space in question. while others have to be force fed information about other "sections"
Jun 3, 2012 at 12:07 history asked Sebastien Diot CC BY-SA 3.0