Here's a thought: Could you make a .DLL injection that just adds a function to Blockland? Most of them override something, but what would stop you from adding? Then you could have it written in C++ and be in the same program, that is if you ever want to do that.
I'm open, but it wouldn't be included anytime soon; maybe for the next version. I don't see it being necessary at this point to include .DLL injections, executable files etc. for various reasons - it would delay the release of the add-on indefinitely and I'm sure would turn most people off from using the add-on. The most efficient way to make a generator would be to create meshes dynamically using OpenGL, instead of handling chunks as individual brick objects. But, all that seems rather complex and unnecessary.
For the mean time however, if you would like to speed up the generator, using larger bricks (like the 16x sizes) or reducing the chunk size, and reducing the Function and Sub-Function Delays (instead of setting them both to be 0) should help. I'm also going to try to make the noise functions slightly more efficient (for one of the future updates) by reducing how often it has to grab random values, which should make the generator in general slightly faster - especially for using the smaller bricks for terrain.
Tested the new update.
(Click for full res)
- pic -
Absolutely astounding.
Nice!
Tested out Mod-Ter generation, got some funky results. I generated a brick-equivalent too, to give some contrast.
http://imgur.com/a/RsKAO
As I understand, the modular terrain generation isn't actually done yet.
Yeah, Modular Terrain is only working to a nominal degree; it will hopefully be fully implemented for the Beta update.
Not too long. Especially since I sped it up using infinite player location based generation and switched off clearing chunks too far to generate the scene. But the takeaway is that the generation is surprisingly fast.
How long? Are we looking at something that freezes the server?
Usually, only using the smaller bricks like 1x1f causes some server lag. The generator breaks up calculation and brick-placement between frames, so it should put less strain on the server.