{"id":9076,"date":"2022-01-30T15:01:47","date_gmt":"2022-01-30T15:01:47","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=9076"},"modified":"2022-01-30T15:01:47","modified_gmt":"2022-01-30T15:01:47","slug":"p0-b1-part-1020-debugging-improvements","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-b1-part-1020-debugging-improvements\/","title":{"rendered":"P0-B1: Part 1020: Debugging, Improvements"},"content":{"rendered":"\n<p>The next goal that I am working on is adding multi-threading support to the world\/terrain scanning system.<\/p>\n\n\n\n<p>This system basically scans nearby terrain chunks recursively and predicts where cities, outposts, objects, etc will be placed before they are created by the game.<\/p>\n\n\n\n<p>This system is critical for things like AI transport between cities, player navigation to distance cities, and trade links, etc, between nearby cities or bases.<br><br>It will also be a good opportunity to further test multithreaded code in unity.<\/p>\n\n\n\n<p>However, since it is a recursive function, it is very expensive, so it needs to be multi-threaded. <\/p>\n\n\n\n<p>So far, this is going ok, and it seems to be mainly working, but I will have to make some change to the existing terrain generation system to make sure that the random seed values match up.<\/p>\n\n\n\n<p>I haven&#8217;t fully tested this, but it seems quite promising.<\/p>\n\n\n\n<p><a href=\"https:\/\/imgur.com\/IpXoEVi\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The next goal that I am working on is adding multi-threading support to the world\/terrain scanning system. This system basically scans nearby terrain chunks recursively and predicts where cities, outposts, objects, etc will be placed before they are created by the game. This system is critical for things like AI transport between cities, player navigation [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,28,10,11],"tags":[],"class_list":["post-9076","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-p0_b1","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9076"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=9076"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9076\/revisions"}],"predecessor-version":[{"id":9077,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9076\/revisions\/9077"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=9076"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=9076"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=9076"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}