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Optimise BaseRandom
and GaussianGenerator
#21
Optimise BaseRandom
and GaussianGenerator
#21
Conversation
This is now covered by the mixin into `BaseRandom`, as well as the mixin into `GaussianGenerator`.
… properties from the Gradle properties
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I don't know why github thought this was a good idea, but it makes zero indication that your pending reviews will only show up after you approve them. So sorry for the apparent delay!
@AnOpenSauceDev That's all good! |
Adding onto the thread, Faster Random was much messier in caves compared to this PR in terms of generation, but most surface carvers/features were mostly untouched (the position was normal, but the terrain could fluctuate a bit). Creating a seeded random number generator wouldn't change much, as it wouldn't be the same as vanilla anyways. I'll compare the performance, and merge after that. |
I see a 10% increase in performance over Faster Random when making chunks on my system, which I see as reasonable enough to merge. I'll invite you as a collaborator as well. |
Thanks! I accepted your invites on both GitHub and Modrinth. Do you have a Discord account? |
Sorry, I don't really use social platforms publicly. |
All good. I'd like to set up some GitHub Actions stuff for releases in the future, similar to my other mods, but that requires me to enter a Modrinth and a CurseForge API key in the settings. I see you already released |
I like to manually update versions, but I'll setup actions for PRs |
Alright, cool! |
With these changes the optimisations happen right at the source. I also did some refactoring and cleanup on the
util
classes, renamed some packages, and made all the naming consistent.If you'd like, AnOpenSauceDev, I'm up to help maintain Faster Random.