Refactor world, world updates and chunk generation to use 'metachunks'
zesterer opened this issue · comments
By splitting the world into 'metachunks' we can seriously cut down the time required to lock any one portion of the world during a world update. This should have performance improvements across the board. It's also possible to implement a lock-less data structure.
moved to gitlab https://gitlab.com/veloren/game/issues/8