Some semi-random thoughts on terrain generation
Some fun facts about WormNestCaves:
In each chunk, it sets 2990 blocks to air, on average; out of those, 2339 blocks on average are set multiple times.

Now, the question is: is it faster to iterate over all cave's definition points and for each point carve a sphere around it (current algorithm), or will it be faster to iterate over chunk's blocks and for each block calculate the distance to each of the cave's definition points?

I'm afraid I'll have to try that out in order to find out. And it's probably gonna be different results for different architectures - I think the latter will be much faster on ARM, because it will use much less memory access, which seems to be the bottleneck there. On IA-32 and AMD64, I expect both methods to be more or less comparable in speed. But who knows.
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RE: Some semi-random thoughts on terrain generation - by xoft - 10-20-2012, 05:57 AM



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