Map Generator 3.0 - Please Critique!

Thanks. :slight_smile:

Yeah when I first implemented the instancing the easiest method at the time was to just clear each instance reference and respawn everything. It was basically instantaneous, so it was good enough at the time.

I haven’t actually moved to a single instance update system, but it is on the near term to-do list. I recently compiled key tile information into a struct that holds the tile transform, the reference mesh, and the instance # among other useful tidbits. So, when it comes time to update, I will be able to make a single array call, get all the needed info, and update as necessary.

Using a single struct array is the way to go. When I started you couldn’t create structs in blueprint, and then when they implemented them, I wasn’t at a point where I wanted to go back and rewire everything.

Lately I have been going back struct-ifying things, but I am still hesitant to compile things into a struct early in the process when it isn’t needed. For instance, I don’t necessarily need the struct containing precipitation when I am generating tectonics. So for right now, a lot of things are being left alone in the generation, but then they are being compiled into a big tile info struct at the end.

I still have a lot of work to go through everything and create structs in places where it would save time. For instance, there are areas where 2+ arrays are called, which could otherwise be turned into a single struct array call. In the end, it may end up being best to just compile the struct from the get go.