I'm pinging the dev community collective to determine whether there is an official name for the behaviour I'm looking to build.
Let's say there's client C, spatially positioned at 0,0. C initially has access to data points immediately around him in 8 'chunks', as well as the 'chunk' which matches his position, for a 'chunk' payload of 3x3. If we converted these to an arbitrary cartesian system, we could assume the chunks are 10x10 units, thus C's access to data points ranging from (-15,-15) to (+15,+15).
If C moves along the positive X axis 10 units, then the three chunks furthest from him on the X axis are discarded from memory, three new chunks are loaded from a data source, and C now has access to data points ranging from (-5,-15) to (25,15).
A chunk's size is typically static, however some games present 3x3 chunking for data management whereas others present more, or variable number of chunks. What is key here is the minimum is 3x3, the client is always located in the center chunk, and the number of chunks is usually odd.
This sort of data access traces back to the dark ages of computer gaming as found in titles such as early Ultimas (at least IV, probably earlier), more recently in games like (likely) Minecraft.
I'm curious to know if there is an official name for this sort of "progressive chunked data-point loading", and if so, what is it called? :-) I'm building a game which uses spatial data, and if I can avoid reinventing the wheel, I'd like to. I just don't know what the official name would be for this sort of thing.
(Incidentally, I've read up on BSP Trees, Octrees, Bounding Volume Hierarchies and Quad-trees, but I don't think they apply here.)