One optimization can be to create a struct that has a float3 and bool to store a position and the active state of a chunk, then create an array of this struct, then you can loop through the update chunks nested for loop once, while centered at the origin, and add each of those chunks to the array, and when you need to update the chunks when the player moves, you can just loop through this array and active/deactivate the current chunk, and to get the current, chunk you need to add the position of the current chunk from the array to the current center chunk, doing this will reduce the amount of time it takes to active/deactivate all the chunks at higher render distances. And you can also get rid of ChunksToRemove list if you use this method
How does the noise generation work with arbitrary XYZ coords? Like for any X, the chunk at X-1 has to end where X starts, and the chunk at X+1 has to start where X ends. Can you please explain how the noise gen is seeded to handle this?
hello, i have problems with generating the world, i tried to connect to your private discord server to see the source but it doesn't give me access to anything, can you explain me the last step for the unity features?
All code is within my discord server in the #code-archives channel!
of course it had to be a discord server. of course.
Love your videos! Please keep making them! They are so helpful
One optimization can be to create a struct that has a float3 and bool to store a position and the active state of a chunk, then create an array of this struct, then you can loop through the update chunks nested for loop once, while centered at the origin, and add each of those chunks to the array, and when you need to update the chunks when the player moves, you can just loop through this array and active/deactivate the current chunk, and to get the current, chunk you need to add the position of the current chunk from the array to the current center chunk, doing this will reduce the amount of time it takes to active/deactivate all the chunks at higher render distances. And you can also get rid of ChunksToRemove list if you use this method
Найс как раз то что искал, спасибо чувак
Omg!!! Yaaaas!
How does the noise generation work with arbitrary XYZ coords?
Like for any X, the chunk at X-1 has to end where X starts, and the chunk at X+1 has to start where X ends.
Can you please explain how the noise gen is seeded to handle this?
hello, i have problems with generating the world, i tried to connect to your private discord server to see the source but it doesn't give me access to anything, can you explain me the last step for the unity features?
hey thanks for the tutorials, very cool, anyway can I get the c# script?
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