Completed optimization of the core generator. Huge reduction in generation times on the largest maps. 60x120 generates in 35 seconds and 100x200 generates in 135 seconds which is an 80-90% reduction in gen time on those map sizes. I will post a more detailed explanation when I create Map Gen 3.0 thread, but basically each tile only searches 3 tiles away for seeds instead of all the seeds in the map. This didn’t matter for 10x20 and 20x40 maps, but when you are running 20,000 tiles against thousands of seeds, it takes some time. I may have to increase search depth to 4-6 tiles away for better generations but we will see. Of the 2 minutes it takes to generate a gigantic map, 30 seconds of that is river gen so there may be some work to do there. Also it took 42 seconds for the generator to even begin working, so that may be a result of the size of my map generator blueprint which is now at 12MB. I will break it up either when it becomes untenable, or I whenever I am ready to move beyond the map.
So anyway, here is a picture of a 100x200 map, and some odd visual artifacting as I zoomed ever further out. The glare around the edge would mostly go away if I stopped zooming, but the artifacts that look linked to the resources somehow. I assume that is the editor performing nuclear war on my video card because of all the tiles and trees being rendered(each forest has 37 individual tree instances on it, so that is an area waiting for future optimization). I have never seen this on smaller maps.
If any of you have another idea as to what is causing this though, let me know.
On another note, these generations remind anyone else of the Cosmic Microwave Background Radiation?