New Culling System Successfully Tested with 10k+ Entities
New Culling System Successfully Tested with 10k+ Entities
馃幃 10k Entities vs The System

The development team has completed and tested a new culling system that handles large-scale entity management efficiently. Tests with 1000 dummy players and 10,000 entities showed promising results:
- Client culling recalculation: <20ms
- Server processing: <500ms
Key improvements include:
- Multilevel culling implementation
- Parallel processing across multiple frames
- Optimized cell queries
- Enhanced visualization tools
The team also resolved various issues with:
- Gameplay mechanics
- Network synchronization
- Day/night cycle
- Weather systems
- Entity spawning
Next phase focuses on QA testing and final bug fixes.
Another weekly update is now live! 06/06/2025 This week, QA team has been busy testing the latest build and found a few issues. Content-wise, nothing too wild (though one NPC鈥檚 hair did detach from their head 馃憖). Most of that鈥檚 already been fixed! On the networking side, we鈥檙e
Another weekly update is now live! 13/06/2025 This week we finalized the new culling system, and tested it successfully in the main scene with tons of entities! We developed some tools to stress test it, such as 1000 (dummy) players and 10k entities, with the system performing