Ralith / Ralith/hypermine

More precise terrain-gen short circuiting

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enhancement performance
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.

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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