max-mapper / max-mapper/voxel-engine

Async loading of chunks

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Dominant language
JavaScript
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Description

I have a package that handle operations (getting blocks, setting blocks, loading from files, saving from files) on a minecraft world.
It is designed to be async to handle easily IO backends.
It's currently only used on a minecraft server but it works fairly well so I'm investigating ways to visualize World instance with voxeljs.
The most used interface to get blocks in voxel seems to be the generate(x,y,z) function but that is completely sync hence I can't use it.
I found in a few modules the use of generateVoxelChunk and emitting "missingChunk" event to handle async chunk loading, but that seems a bit hacky and it's a bit hard to make it work, because I can't find any documentation on generateVoxelChunk.

Does anyone have a clue what would be the best way to render the chunk asyncly ?

prismarine-world provide a getColumn async function, and it should be called when voxeljs decide it's time to render such and such chunks.

I'll keep testing things but I'd appreciate any info about this !

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Research direction

Start by reading the voxel engine's generate(x,y,z) and generateVoxelChunk paths, then compare them with the async getColumn interface in prismarine-world and the missingChunk handling shown in app.js. The issue needs a design decision for async chunk rendering; done would require an agreed API and a documented, tested integration path.

Written by the indexing model from the issue text.

Assessment

Tech stack
javascript
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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