07-13-2012, 04:02 AM
Well, what would you expect? Terrain generation is the most difficult part. Especially with your trees 
The Debug doesn't use that much CPU, because the debug runtime has a serializing memory allocator - each memory allocation locks all other threads from allocating memory until it finishes, causing all threads to serialize into at most one core, if they are allocating memory too often.

The Debug doesn't use that much CPU, because the debug runtime has a serializing memory allocator - each memory allocation locks all other threads from allocating memory until it finishes, causing all threads to serialize into at most one core, if they are allocating memory too often.