{"action":"created","issue":{"url":"https://api.github.com/repos/AlexSTV/Voxelmetric/issues/17","labels_url":"https://api.github.com/repos/AlexSTV/Voxelmetric/issues/17/labels{/name}","comments_url":"https://api.github.com/repos/AlexSTV/Voxelmetric/issues/17/comments","events_url":"https://api.github.com/repos/AlexSTV/Voxelmetric/issues/17/events","html_url":"https://github.com/AlexSTV/Voxelmetric/issues/17","id":90812152,"number":17,"title":"Fixed world size","user":{"login":"CorWilson","id":2097189,"avatar_url":"https://avatars.githubusercontent.com/u/2097189?v=3","gravatar_id":"","url":"https://api.github.com/users/CorWilson","html_url":"https://github.com/CorWilson","followers_url":"https://api.github.com/users/CorWilson/followers","following_url":"https://api.github.com/users/CorWilson/following{/other_user}","gists_url":"https://api.github.com/users/CorWilson/gists{/gist_id}","starred_url":"https://api.github.com/users/CorWilson/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/CorWilson/subscriptions","organizations_url":"https://api.github.com/users/CorWilson/orgs","repos_url":"https://api.github.com/users/CorWilson/repos","events_url":"https://api.github.com/users/CorWilson/events{/privacy}","received_events_url":"https://api.github.com/users/CorWilson/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/AlexSTV/Voxelmetric/labels/question","name":"question","color":"cc317c"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2015-06-25T00:14:52Z","updated_at":"2015-06-25T19:34:25Z","closed_at":null,"body":"How would you deal with having a fixed world size using your chunk system that is built mostly on an infinite world? Would you end up making it where a chunk isn't generated when you reach an edge during the distance check? Also, have you thought of using an object pool rather than creating and destroying chunk game objects like that? On a modern computer, it gives no overhead, but on something like a mobile or less powerful devices, I can see this being quite the slowdown."},"comment":{"url":"https://api.github.com/repos/AlexSTV/Voxelmetric/issues/comments/115371726","html_url":"https://github.com/AlexSTV/Voxelmetric/issues/17#issuecomment-115371726","issue_url":"https://api.github.com/repos/AlexSTV/Voxelmetric/issues/17","id":115371726,"user":{"login":"AlexSTV","id":5434285,"avatar_url":"https://avatars.githubusercontent.com/u/5434285?v=3","gravatar_id":"","url":"https://api.github.com/users/AlexSTV","html_url":"https://github.com/AlexSTV","followers_url":"https://api.github.com/users/AlexSTV/followers","following_url":"https://api.github.com/users/AlexSTV/following{/other_user}","gists_url":"https://api.github.com/users/AlexSTV/gists{/gist_id}","starred_url":"https://api.github.com/users/AlexSTV/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/AlexSTV/subscriptions","organizations_url":"https://api.github.com/users/AlexSTV/orgs","repos_url":"https://api.github.com/users/AlexSTV/repos","events_url":"https://api.github.com/users/AlexSTV/events{/privacy}","received_events_url":"https://api.github.com/users/AlexSTV/received_events","type":"User","site_admin":false},"created_at":"2015-06-25T19:34:25Z","updated_at":"2015-06-25T19:34:25Z","body":"If you wanted to limit the world size you could probably check that each new chunk is within bounds in LoadChunks. This will leave you with an edge to your world with one unrendered buffer chunk after it. You will have to disable setting blocks in the chunks outside your range to make sure these chunks stay empty by checking the position in the set block function. This will make the edge chunks render their sides facing out and stop players building outwards. I'm not sure this is the best way but it is a way.\r\n\r\nObject pooling is a good idea and will likely get implemented in the future."}}