Timeline for Optimization of 2D terrain generation algorithm
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
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Feb 23, 2018 at 13:51 | answer | added | michalsrb | timeline score: 1 | |
Dec 21, 2017 at 17:43 | comment | added | Krupip | @PerduGames Your going to have a better time optimizing the algorithms you use rather than things like using for or while, considering different browsers will have different performance for each. | |
Dec 16, 2017 at 17:58 | comment | added | Bálint | The difference between a for loop and a while loop is so small, I don't think it's worth the effort you need to invest every time you want to change the roughness of the terrain. As I told you, use WebWorkers. | |
Dec 16, 2017 at 17:48 | comment | added | PerduGames |
@Bálint Do you know that you could simplify the above code with for loops? : is that in the other language that is my client the "while" are faster than the "for", the javascript script is from my server nodejs.
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Dec 16, 2017 at 17:39 | comment | added | PerduGames | I am generating when player changes its posWorld, the terrain does not have a fixed size, so it must be generated while walking. what I'm trying to do is to reduce calls to "simplex.noise2D" and try to keep a nice result anyway. | |
Dec 16, 2017 at 17:27 | comment | added | Bálint | Generating terrain is slow by definition. You should probably use WebWorkers to do it. Two questions though: do you generate the terrain every frame? Do you know that you could simplify the above code with for loops? | |
Dec 16, 2017 at 16:42 | history | edited | PerduGames | CC BY-SA 3.0 |
add imagens; added 1 character in body
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Dec 16, 2017 at 16:11 | history | asked | PerduGames | CC BY-SA 3.0 |