So let’s talk about data structures. I’ve mentioned way back at the start of the project that there are certain costs to using an octree. An octree will make interfacing with ALL blocks a hundred times faster but make dealing with a specific block several times slower. I’m curious how…
Hang on. My program has been behaving oddly recently. It’s like it will suddenly stop building new blocks and I’ll end up stuck on this island floating in empty space. I’ve got the program set to aim for 60fps, and if one thing starts eating too much CPU then the block-building gets choked off. Let’s see where these CPU cycles are going.
I add a little benchmarking loop. Right now there are just five systems running:
Continue reading 〉〉 “Project Octant Part 8: The Time-Hole”
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