Analyzing the performance of custom world-gen scripts. It seems like using Sync functions for large-scale biome placements causes a massive tick spike. Is there a way to offload custom terrain noise calculations to a separate worker thread?
Analyzing the performance of custom world-gen scripts. It seems like using Sync functions for large-scale biome placements causes a massive tick spike. Is there a way to offload custom terrain noise calculations to a separate worker thread?
The API documentation mentions 'GeneratorTasks'. You should be able to push your noise functions into a task queue that the engine processes in the background.
The API documentation mentions 'GeneratorTasks'. You should be able to push your noise functions into a task queue that the engine processes in the background.