Journey: multiplayer spread out (decided)

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Paul Bailey
2026-11-06 14:17:56 +00:00
parent 77517be778
commit 5584f74a8b

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@@ -263,9 +263,18 @@ A server today runs one island. Options:
stronger animals and its own hazards. The Marsh, for one: mosquitoes whose
bites can make you sick, and bog, mist and the like. Others in the same
spirit per biome (to design with each worldlet).
- **Multiplayer:** leaning to *spread out* (each player goes where they
like), if a server can run several worldlets at once. A measurement of
today's server, in the next section, says whether it can.
- **Multiplayer: spread out.** Each player goes where they like; the server
runs every worldlet someone is in, and the rest stand still. Built in J3,
after single-player travel works. What that means for the code:
- one server process holds several worldlet scenes, each with its own
clock, weather, creatures and save file;
- every player belongs to one worldlet at a time, and the server only
sends them that worldlet's world, creatures, sounds and chat-free events
(chat and the player list stay server-wide);
- a crossing moves a player from one worldlet to another (save their
place, load or wake the other worldlet, send them its world);
- sleep: "everyone in bed" counts the players in that worldlet only;
- the Old Stag and other bosses scale with the players in their worldlet.
### Server cost, measured (0.3.1)
One worldlet, a dedicated server on the M5 Pro, never pausing: about
@@ -276,10 +285,6 @@ one process: roughly 1.4 GB and a little over half a core before players,
and worldlets with nobody in them stand still and cost next to nothing.
Comfortable on the home Mac; a small cloud server (2 GB) would be tight.
### Questions still open
1. **Multiplayer:** spread out (confirm, now the cost is known), or everyone
together after all?
### (Answered) questions
1. **The ending:** a real ending at the Ember (light the beacon, a last
boss, the credits) or open-ended (the journey is the goal, keep living)?