Eldemarkki / Marching-Cubes-Terrain

Marching Cubes terrain implementation in Unity using the Job System and the Burst compiler
MIT License
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Increase Procedural Terrain Generation Performance #35

Closed ThisUserIsNobody closed 4 years ago

ThisUserIsNobody commented 4 years ago

One thing would be really nice to improve is the procedural terrain generation performance. Currently it's pretty bad with really long lags whenever a new chunk is created. One way I can think of is using Compute Shaders, Although, maybe there are better ways I'm not sure.

Eldemarkki commented 4 years ago

Yep, I also want this! Did you try this with the master or develop branch? I think develop is faster due to the optimizations I’ve done, but haven’t yet merged to master. Also, when you build it, everything will be faster.

ThisUserIsNobody commented 4 years ago

I have tried the master branch. I will take a look at the develop as well :) Really cool project btw!

Eldemarkki commented 4 years ago

As there is no real way to measure how far this is in progress, I'm closing this issue. Performance improvements are an ongoing thing with no end point. If you find that the performance is not good, please use the profiler to see roughly what is causing it, and open a new issue related to specifically that part.