I was wondering if anyone knew of a way to make a class file run on it's own thread when called. Somehow initialize it to its own thread maybe?
I don't want to use the run() function unless I can find a way for that function to execute the generate() function which overrides the same function inside BiomeGenBase.java.
Dont even try to multithread world gen its designed to be done in order the way it is, multithreading it will create some very stupid worlds.
Also multithreading is one of those things that you shouldnt try to impliment in something you are releaseing if you have to ask how to do it, its a very complicated subject and it very easy to make big mistakes.
Dont even try to multithread world gen its designed to be done in order the way it is, multithreading it will create some very stupid worlds.
Also multithreading is one of those things that you shouldnt try to impliment in something you are releaseing if you have to ask how to do it, its a very complicated subject and it very easy to make big mistakes.
So, do you know like everything about modding? XD I'm so going to you next time I need help; you reply to like every post with a perfect answer.
I've seen the modder of Huge Trees are Huge do it, so I wondered...
I have college knowledge of coding, but not much on multi-threading.
I can start a separate thread pool and make small programs run with multiple threads running very easily.
It just seems to make sense to have a method that would simply make a class file run inside a pre-allocated
thread pool instead of making it complicated by being forced to use the run() function.
My hope was to reduce the large amounts of lag from generating a ton of my trees. I guess it won't be easily done.
Also, it wouldn't actually make the world look different.
I've seen the modder of Huge Trees are Huge do it, so I wondered...
I have college knowledge of coding, but not much on multi-threading.
I can start a separate thread pool and make small programs run with multiple threads running very easily.
It just seems to make sense to have a method that would simply make a class file run inside a pre-allocated
thread pool instead of making it complicated by being forced to use the run() function.
My hope was to reduce the large amounts of lag from generating a ton of my trees. I guess it won't be easily done.
Also, it wouldn't actually make the world look different.
He meant that if you accidentally messed with the generation sequence in a way that disrupted the linear order things generate in it would cause the world to generate differently, possibly in a corrupt manner.
He meant that if you accidentally messed with the generation sequence in a way that disrupted the linear order things generate in it would cause the world to generate differently, possibly in a corrupt manner.
Also its more than that with multi-threading you have to take into account so much more like race conditions and such you have to lock anything you are changing if there is a possibility that it will be used else were.
I don’t know about TFC but I work as the lead programmer working on a number of heavily multi-threaded applications used in the financial industry, so I know full well that multi-threading isn’t something you add lightly.
World gen is inherently linear any attempt to change that without changing it all will almost certainly result in unexpected results.
Also its more than that with multi-threading you have to take into account so much more like race conditions and such you have to lock anything you are changing if there is a possibility that it will be used else were.
I don’t know about TFC but I work as the lead programmer working on a number of heavily multi-threaded applications used in the financial industry, so I know full well that multi-threading isn’t something you add lightly.
World gen is inherently linear any attempt to change that without changing it all will almost certainly result in unexpected results.
Yeah this is part of why I haven't attempted to make the Nether generate in biomes rather than a single biome yet -- it's going to be a pain in the ass to get it working properly AND make it look the same naturally, let alone create a means of producing a way to accept and manipulate all the possible unique inputs I would want to use in a new Nether biome. World generation is a giant pain to tinker with.
Hey, I have a working Multi-threading API for chunk processing, can anyone here give me some advice on causing an empty chunk to generate terrain? I've tried getting the generator and then calling provideChunk in ChunkProviderLoadOrGenerate but that crashes the game. I'm guessing it has something to do with my multi-threading system not being set up for terrain gen?
I don't want to use the run() function unless I can find a way for that function to execute the generate() function which overrides the same function inside BiomeGenBase.java.
I'd love some help or input.
Thanks
Also multithreading is one of those things that you shouldnt try to impliment in something you are releaseing if you have to ask how to do it, its a very complicated subject and it very easy to make big mistakes.
So, do you know like everything about modding? XD I'm so going to you next time I need help; you reply to like every post with a perfect answer.
I have college knowledge of coding, but not much on multi-threading.
I can start a separate thread pool and make small programs run with multiple threads running very easily.
It just seems to make sense to have a method that would simply make a class file run inside a pre-allocated
thread pool instead of making it complicated by being forced to use the run() function.
My hope was to reduce the large amounts of lag from generating a ton of my trees. I guess it won't be easily done.
Also, it wouldn't actually make the world look different.
He meant that if you accidentally messed with the generation sequence in a way that disrupted the linear order things generate in it would cause the world to generate differently, possibly in a corrupt manner.
Also its more than that with multi-threading you have to take into account so much more like race conditions and such you have to lock anything you are changing if there is a possibility that it will be used else were.
I don’t know about TFC but I work as the lead programmer working on a number of heavily multi-threaded applications used in the financial industry, so I know full well that multi-threading isn’t something you add lightly.
World gen is inherently linear any attempt to change that without changing it all will almost certainly result in unexpected results.
Yeah this is part of why I haven't attempted to make the Nether generate in biomes rather than a single biome yet -- it's going to be a pain in the ass to get it working properly AND make it look the same naturally, let alone create a means of producing a way to accept and manipulate all the possible unique inputs I would want to use in a new Nether biome. World generation is a giant pain to tinker with.