More precise terrain-gen short circuiting
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
We currently use a rough empirically-derived heuristic to determine when we can skip terrain gen for a chunk due to it necessarily not containing a surface. We should be able to make this more precise by considering the elevation at multiple points in the chunk (e.g. each corner) and computing the exact maximum amount by which the maximum/minimum elevation in the chunk can differ from the maximum/minimum of those points.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the terrain-generation short-circuit heuristic and the code that computes chunk elevation bounds. Read how elevation is sampled for a chunk, then compare corner-based bounds with the current heuristic. Done means the skip decision uses the tighter bound while preserving correct surface generation.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev, performance
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100