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P0-B2: Part 1087: Improvements, Debugging

by on Jun.19, 2022, under Astral Realms, P-0, P0_B2, Software and Games, Spiritus Astrum

I have spend a substantial amount of time this week fixing and improving a feature which allows terrain blocks to be subdivided from another thread.

Because this system is multithreaded, it effectively has zero performance cost, and so it allows me to scan a huge amount of terrain blocks without lowering FPS.

This means that I can determine the type and location of objects that will be spawned on a given chunk long before the player gets close enough for those objects to appear.

I have great plans for this system, it should allow me to create transport links between cities (I could have both NPC’s flying between airports/landing pads, and I could allow the user to do the same) and I can also add the ability for the player to scan for the large world features such as cities from much further away than they can now.

I could even allow planets to be scanned from orbit, and all interesting features could be highlighted before the player leaves their capital ship.

This is a vitally important feature which will be used extensively in the future.

I have a few bugs still to fix with it, but it is going well.

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