Ah, finally…
…I got some nasty bugs due to the multithreading…
Not totally unexpected, but I thought I was in the clear…
I added all the code to clear areas… To be well below the 1Gb RAM used, I store only a maximum of 5 areas in RAM, then I evict them… First I had some problems with deleting (it wasn’t multithread safe in regards to the renderer API, there’s meshes and textures to be deleted), and I had a lot of small bugs that was keeping me from figuring out exactly where the problems were…
Then I found some holes in the planet:
Finally I found that the problem was that some heights were negative, which led the holes you see…
The big issue I’m battling at the moment is a crash that I have in the game, that I have no idea where it comes from… It requires me to walk around the map a lot to happen, but I fear this one will be tricky to figure out, since the game runs terribly in debug mode with multithreading (debug without multithreading is a bit better). So, happy days…
Still need to finish the scheduling of planet generation (related with the navigation console), and evict/abort the generated planets, the OpenGL version of this (just need to implement some functions).
Now listening to “Baldur” by “Skalmold”
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