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Thanks, I have actually been thinking about how to handle this case. The current way voxel.js is set up is:
voxel-engine emits events that ask for chunks
chunks are given to voxel-engine
voxel-engine throws away the chunks when you move away from them in the game
when you go back, this process repeats
There is no caching/buffer mechanism right now in voxel-engine. I think this kind of logic should live in an external module, e.g. voxel-network-storage, voxel-indexeddb-storage, voxel-png-storage, voxel-localstorage, etc and the storage modules would listen to game events like:
Cannot use
game.setBlock(...)
to create blocks outside of visible chunk range.Game config:
To reproduce:
The last log prints
[1, 16, 2]
, then error:This can also be reproduced via the console after the game has been fully initialized.
See https://github.com/vladikoff/voxel-test-playground for an example of this issue.
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