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After a lot of swearing, the FOV system is finally working. 🫠 Visibility is calculated on the server, with clients only sending where they want to look and getting back the world they can see*. It works in semi-3D**, but I'll need to expand it when I add multiple building levels. #gamedev #godot

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Theoretically, yeah. Although, it is meant to be a solo/co-op project, so it’s not a hard requirement. If it affects performance or feels sluggish, I’ll have to drop it. :)

*Technically, that's a lie. It calculates visibility omnidirectionally, then applies a mask it on the client. That'll change after I'm done with world chunking. **The world is modelled as 1x1x1m cubes. FOV works on a single storey (so, two cubes deep), but it can't handle more than that yet.