[=Taces;169258]
Just wanted to give a fast feedback: I now got a real basic terrain generation working, thanks to the forum and the great Epic Community - Thank you!
This is how it looks so far (the colors in the bottom picture are just to show that each brick could easily have its own color - random is a great class ):
This took about 38s for 1024 Chunks to generate and has an acceptable memory footprint (about 1.1GB RAM in the Task-Manager in a packaged game), however there are probably still many optimizations left
Taces
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Go check out the FQueuedWork class, i’m using it with the FQueuedThreadPool to run a thread pool to generate chunks. Regenerating 1024 chunks of 32x32x128 takes about 2 seconds with it for me batching them across 4 threads. Granted I’m using PolyVox which is pretty fast compared to first effort self solutions but the threadpool class is sexy.
Also I run the chunks as components to a single main actor, that should have far less overhead than having an actor per chunk from what I understand.
Edit I didn’t notice the stat window at the bottom of your screenshot, you might already be threading them, if so my apologies.