Voxel World – UE4 – Update 2
I re-wrote the indexing system of the database to be more efficient but have come to the conclusion that no amount of efficiency will due if the goal is unlimited world sizes.
I plan to scrap the indexing system in a much more basic array setup in order to increase performance.
I also plan to re-write my blueprints in C++ as even with nativization, it’s only like 60% as efficient as native C++.
Update: UE4 doesn’t handle lots of actors very well. In order to make this work I would need to re-work how the engine works. Or make all movement client side and unload parts of the map not near the player. The issue with this method is, more players would mean the server would get a much heavier load unless he trust the player’s location. Which opens the game up to cheating.