implement infinite worlds with threaded chunk generation

This commit is contained in:
Alex Zenla
2024-09-03 09:18:35 -04:00
parent 6f985ce1c9
commit 5e40e12c8b
7 changed files with 133 additions and 18 deletions

View File

@ -10,11 +10,14 @@ public class World {
private var _chunks: Dictionary<ChunkID, Chunk>
private var _chunkDamage: Set<ChunkID>
private var _generator: WorldGenerator
private var _chunkGeneration: ChunkGeneration
public init() {
self._chunks = [:]
self._chunkDamage = []
self._generator = WorldGenerator()
self._generator = StandardWorldGenerator()
self._chunkGeneration = ChunkGeneration(queue: .global(qos: .userInitiated))
self._chunkGeneration.world = self
}
func getBlock(at position: SIMD3<Int>) -> Block {
@ -69,29 +72,26 @@ public class World {
self._generator.reset(seed: seed)
let orig = SIMD3(width, height, depth) / 2
let localChunks = ConcurrentDictionary<ChunkID, Chunk>()
let queue = OperationQueue()
queue.qualityOfService = .userInitiated
for z in 0..<depth {
for y in 0..<height {
for x in 0..<width {
let chunkID = SIMD3(x, y, z) &- orig
queue.addOperation {
let chunk = self._generator.makeChunk(id: chunkID)
localChunks[chunkID] = chunk
}
self._chunkGeneration.generate(chunkID: chunkID)
}
}
}
queue.waitUntilAllOperationsAreFinished()
for (chunkID, chunk) in localChunks {
self._chunks[chunkID] = chunk
self._chunkDamage.insert(chunkID)
}
}
func generate(chunkID: ChunkID) {
self._chunks[chunkID] = self._generator.makeChunk(id: chunkID)
func generateSingleChunkUncommitted(chunkID: SIMD3<Int>) -> Chunk {
self._generator.makeChunk(id: chunkID)
}
public func generateAdjacentChunksIfNeeded(position: SIMD3<Float>) {
self._chunkGeneration.generateAdjacentIfNeeded(position: position)
}
public func addChunk(chunkID: ChunkID, chunk: Chunk) {
self._chunks[chunkID] = chunk
self._chunkDamage.insert(chunkID)
for i: ChunkID in [ .X, .Y, .Z ] {
for otherID in [ chunkID &- i, chunkID &+ i ] {
@ -102,6 +102,10 @@ public class World {
}
}
public func update() {
self._chunkGeneration.acceptReadyChunks()
}
func handleRenderDamagedChunks(_ body: (_ id: ChunkID, _ chunk: Chunk) -> Void) {
for id in self._chunkDamage {
body(id, self._chunks[id]!)