Cleaned up Map and the Octree. Did some testing and refactoring of generation code. Interleaved data is now good, also changed the block stack dealio to just a blob of uint64_t data. Used a GCC and by extension MSVC extension which speeds up count_bits by a good bit. After all optimizations, getVoxel is now around 10-15 times faster.
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@@ -85,6 +85,7 @@ int main() {
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#elif defined _WIN32
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glewInit();
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#elif defined TARGET_OS_MAC
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// Do nothing, extension wrangling handled by macOS
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#endif
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// The socket listener for interacting with the TCP streaming android controller
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@@ -95,8 +96,7 @@ int main() {
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// =============================
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Map _map(sf::Vector3i(0, 0, 0));
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_map.generate_octree();
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std::cout << _map.a.get_voxel(sf::Vector3i(1, 1, 0));
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std::cout << _map.getVoxel(sf::Vector3i(1, 1, 0));
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_map.a.print_block(0);
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_map.test_map();
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std::cin.get();
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return 0;
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