Thank you hmmm, and thank you kwolekr!
I was just about to make a release of this mod in it's current state (which can be found on my GitHub). It's good for current builds. Now it's time to do some heavy modifying once I can get my hands on a new Windows build (my build procedure is no longer working, stupid Windows).
Sokomine wrote:... The speed gain ought to be significant as you can skip reading and writing back voxelmanip data. Of course that process might already be so fast that it's hard to notice. But it does sum up if other mods do the same. ...
I did a bit of testing with my version of the VoxelManip mapgen...
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DARKAGE: total time : 1.899217 seconds
DARKAGE: total time without vm exchange: 0.008576 seconds
DARKAGE: total savings : 1.890641 seconds
New world, MT game, no other mods, seed DarkAgeSpeedTest. Spawned into the world, did not move but did look around full 360 degrees and up and down. After everything settled down the results were as above.
I left my old modified mapgen file in the download if you care to check my math. IF my math is correct those results are huge! 0.45% of the time was spent working out the nodes, the other 99.55% of the time was transferring VoxelManip data.? Such results make me doubt my math. Of course, this is not a comparision between one mapgen method and the other (I don't know how, or even if it is possible, to profile register_ore in this way. This only shows how much time it takes to perform VoxelManip with and without the exchanges back and forth from the engine to the DarkAge mapgen function.