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[THEORY] Infinite worlds X Multiple worlds

Comments in 'Plugin Development' started by PEMapModder, Jun 18, 2014.

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Do you think this theory is possible and that it can reduce lag or bandwidth use?

  1. It is just impossible! Mojang won't give you the chance to try it!

    14.3%
  2. It is absolutely possible! It can help the servers with many laggy worlds!

    42.9%
  3. It is possible, it will send less data but lag still occurs because.

    42.9%
  4. What the. Where is your imagination? I have the most correct answer and the poll doesn't include a h

    0 vote(s)
    0.0%
  1. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    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)
    Last edited: Jun 18, 2014
    xFlare, EvolSoft, 64FF00 and 3 others like this.
  2. swagboy47
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    swagboy47 Active Member

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    hello i didn't really get what you said about infinte wolds.are you saying how thay work?
  3. swagboy47
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    sorry my english is not my first language :(
  4. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    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.
    xktiverz likes this.
  5. swagboy47
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    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
  6. Dinokiller
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    Dinokiller Notable Member

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    What?
  7. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    ?
  8. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    That plugin was only designed to disallow people to walk too far right?
  9. Dinokiller
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    Dinokiller Notable Member

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    I don't get that part.
  10. swagboy47
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    Nope i think. I think its system to divide infinite worlds into small worlds.
  11. swagboy47
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    swagboy47 Active Member

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    Just read the simple version. You don't have to read and understand everything he said unless you want to.
  12. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    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.
  13. swagboy47
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    swagboy47 Active Member

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    Gotcha but that should depend on the view destense righ?
  14. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    Depends on the number of generated chunks.
  15. wrewolf
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    wrewolf New Member Plugin Developer

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    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
  16. swagboy47
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    because pemapmodder love theories :p
    PEMapModder likes this.
  17. swagboy47
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    swagboy47 Active Member

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    and he said that this method might reduce lag
  18. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    More like reduce bandwidth.
  19. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    Because PocketMine switches worlds by resending new chunks, so I am thinking of this method to avoid the need to send again.
  20. PEMapModder
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    PEMapModder Notable Member Plugin Developer

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    So true.

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