{"id":9278,"date":"2022-06-19T23:57:44","date_gmt":"2022-06-19T22:57:44","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=9278"},"modified":"2022-06-19T23:57:44","modified_gmt":"2022-06-19T22:57:44","slug":"p0-b2-part-1087-improvements-debugging","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-b2-part-1087-improvements-debugging\/","title":{"rendered":"P0-B2: Part 1087: Improvements, Debugging"},"content":{"rendered":"\n<p>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.<\/p>\n\n\n\n<p>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.<\/p>\n\n\n\n<p>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.<\/p>\n\n\n\n<p>I have great plans for this system, it should allow me to create transport links between cities (I could have both NPC&#8217;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.<\/p>\n\n\n\n<p>I could even allow planets to be scanned from orbit, and all interesting features could be highlighted before the player leaves their capital ship.<\/p>\n\n\n\n<p>This is a vitally important feature which will be used extensively in the future.<\/p>\n\n\n\n<p>I have a few bugs still to fix with it, but it is going well.<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,29,10,11],"tags":[],"class_list":["post-9278","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-p0_b2","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\/9278"}],"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=9278"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9278\/revisions"}],"predecessor-version":[{"id":9280,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9278\/revisions\/9280"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=9278"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=9278"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=9278"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}