One of the hardest refactors I've done so far.
Chunk streaming, shared world state, cross-chunk pickups, and a complete lighting overhaul. Performance still needs work, but the foundation is finally coming together.
#gamedev#indiedev#pygame#gameengine#programming#indiegame
One of the hardest refactors I've done so far.
Chunk streaming, shared world state, cross-chunk pickups, and a complete lighting overhaul. Performance still needs work, but the foundation is finally coming together.
#gamedev#indiedev#pygame#gameengine#programming#indiegame
Chunk streaming changes everything.
The world is no longer limited to a single map. You can keep moving, keep exploring, and the world keeps loading around you.
Stress testing my chunk-streaming Python ECS engine after traveling 500+ chunks continuously.
Dynamic lighting, fog of war, and multi-chunk rendering all running live.
#gamedev#indiedev#pygame#python#ecs
@MANbari_beats Thanks for the message. I’m not looking for external collaboration on this project, but I appreciate you reaching out. If anything changes in the future, I’ll reach out.
This is an early WIP of a chunk-based world engine. Some visual glitches and lighting artifacts are still being worked on, especially around chunk transitions and dynamic lighting. Performance and stability are actively being improved.