Some semi-random thoughts on terrain generation
STR, I've tried your world.ini at work in a profiled release executable, I get over 150 chunks / sec. The current breakdown for the generator is:
Trees: 33 %
Lakes: 12 %
PreSimulator: 3 %
Villages: 2 %
The rest is under 1 % of the run time. Note that the high percentage for Trees is caused mainly by the Trees generator querying terrain composition of its neighbors, which is then stored in the cache and thus all the other generators that query those will get them cheap.

I've added the profiler fix to both master and VillageGen branches. Can you do the profiling for me once more, please?
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RE: Some semi-random thoughts on terrain generation - by xoft - 05-23-2014, 07:20 PM



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