Currently I don't have the knowledge nor resources to understand how things work in MCPE 0.9.0, but I'm thinking that multiple worlds can possibly work more fluently with infinite worlds. As we all know, world teleporting could be laggy in MCPE because the server resends all (at least many) chunks to the client. As a result, the client lags due to a large amount of receiving and evaluating large data like chunks. In the new update of 0.9.0, we all know that there are "infinite" worlds. According to what I know, chunk indices are sent in the int type, i.e. there can be at most ((2^8)^4)^2 chunks (so not really infinite). Obviously, rarely would a client go through all four corners of a world, most likely only one quarter of it. Therefore, I'm thinking of a theory that, to the client side, when he/she teleports, if the server only tells the client to teleport to, like, very far from the center, the client would receive chunks of another world at very large coordinates and seeing players at 0,?,0 of another world there, thinking they're at 4000000,?,4000000. Then if they teleport back, probably the client would just reload (or doesn't even reload) the center chunks from memory. This, however, could increase client memory usage, but infinite worlds are supposed to be like this. What is your opinion on this theory? Please leave your comments below. P.S. Possible reasons that it could not work: The client may refuse to teleport to faraway chunks without loading those at the middle (I don't think so because what if a player in vanilla died in a faraway chunk and respawns at center?) The client may delete/garbage the center chunks. There are too many worlds and they are too large. A single world cannot contain them all. (Possible, but also fixable)
Neither is mine. But you can improve your English via extensive reading. Anyway I'm talking about that, in simple words, we can implement multi-world by, like, cutting the unused parts of the default world for other worlds.
oh y. i was thinking about that. i saw bukkit plugin about it and i think it very good idea. but i think it shouldn't be a implemented. i think it should an plugin. but its great idea . here is the plugin that i am talking about. its from bukkit
Just read the simple version. You don't have to read and understand everything he said unless you want to.
Well then I am talking about doing the opposite. Merge small worlds into infinite worlds, or move parts of infinite worlds to a single infinite world to a client.
And why such complications? If 0.9.0 out of the box support infinite world, and the server only needs to implement its interface. And after already etc. at any point will result in a load that area. A cache size card I think Mojang laid on the client
Because PocketMine switches worlds by resending new chunks, so I am thinking of this method to avoid the need to send again.