Capacity of the grid system

In the video we are creating a grid object for every co-ord. I was wondering if there were limitations to the grid size with regards to performance. I am thinking of using a grid system to handle storing data for a persistent server with a large play-space, but I am not sure how big the grid can get before it will cause issues.

That’s going to depend on what data you store on each Grid Object but it’s highly unlikely to cause any performance issues by itself.
Each Grid Object in the course only stores maybe about 50 bytes of data so you could have millions or billions of grid positions before running into memory issues.

What is likely to cause issues is going to be whatever you are doing with the grid. For example Pathfinding on a massive grid will be slower than on a smaller grid.

If you get to that point where you have a massive grid that is causing issues, at that point the solution is to split the world into multiple smaller grids, then load/unload them with some kind of world streaming system.

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Ok thanks for the reply! The grid will only really be used for storing persistent data and read in chunks, so I think performance wise it won’t be a huge issue. Really liking the course so far, thanks.

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