Heaven-Hell Continuum v0.2.4-dev (demo_0001: Priority Queue Generation)
Автор: Lily Awertnex
Загружено: 2025-11-12
Просмотров: 9
Описание:
A voxel game I'm writing using my engine (Fossil Engine), it's still super brokey, but at least I can move around.
This demo, Deferred Chunk Generation:
1. Chunk Queues: I have 3 priority queues (sizes and statuses are in the top right corner), queue 1 (green) parses the immediate sphere of chunks around the player, it's the fastest chunk parser, then queue 2 and 3 (orange and red respectively) are further and slower, allowing me to defer chunk generation and have relatively fast single-threaded performance while making logic near the player feel instant, or fast enough at least.
2. Chunk Parse Rate: each queue has a different chunk parse rate to limit the maximum number of chunks to parse per frame.
3. Block Parse Rate: each chunk has its own cursor for block parsing progress, it parses up to 'block_parse_rate' blocks, saves the progress for the next frame, returns, and continues from there on the next frame.
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