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perf: improve performance of facet providers #16
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pollend
commented
Feb 23, 2021
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for (Vector3ic pos : facet.getWorldRegion()) { | ||
float depth = elevationFacet.getWorld(pos.x(), pos.z()) - pos.y(); | ||
float frequencyReduction = (float) Math.max(0, 0.3 - Math.max(depth, 0) / 400); //0: no reduction, 0.7: pretty much no caves. Also somewhat increases the tendency of caves to loop rather than continuing indefinitely. | ||
int i = facet.getWorldIndex(pos); | ||
float noiseValue = (float) Math.hypot(caveNoiseValues[0][i], caveNoiseValues[1][i]+frequencyReduction); |
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this is significantly slower.
pollend
changed the title
perf: improve perforace of caveFact and CaveSurfaceFacet Providers
perf: improve performance of caveFact and CaveSurfaceFacet Providers
Feb 23, 2021
skaldarnar
reviewed
Feb 23, 2021
for (int x = -1; x <= 1; x++) { | ||
for (int z = -1; z <= 1; z++) { | ||
Vector3i belowPos = new Vector3i(pos.x + x, pos.y - 1, pos.z + z); | ||
Vector3i belowPos = new Vector3i(pos.x() + x, pos.y() - 1, pos.z() + z); |
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you could reuse a tmp
vector here if I see it correctly
Co-authored-by: Tobias Nett <skaldarnar@googlemail.com>
skaldarnar
approved these changes
Feb 24, 2021
skaldarnar
changed the title
perf: improve performance of caveFact and CaveSurfaceFacet Providers
perf: improve performance of facet providers
Feb 24, 2021
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here are some minor improvements to improve cave generation. A Hashset does not seem ideal in this case especially when we can take advantage of locality. Math.hypot seems really expensive what I was looking at and reduced some of GC for that hashset that was used.