Generated the world on each generation, recreating cells in the RenderingServer
To reduce the number of cell creations, we now:
Only create the cells in the RenderingServer on initial world generation (not per-generation)
Set the cells to visible or not depending on cell state
In theory, this should be a bit more performant than before. Although for something like this, it might not be noticable or particularly useful.
Priorit to this change, the code:
* Generated the world on each generation, recreating cells in the RenderingServer
To reduce the number of cell creations, we now:
* Only create the cells in the RenderingServer on initial world generation (not per-generation)
* Set the cells to visible or not depending on cell state
In theory, this should be a bit more performant than before. Although for something like this, it might not be noticable or particularly useful.
Priorit to this change, the code:
To reduce the number of cell creations, we now:
In theory, this should be a bit more performant than before. Although for something like this, it might not be noticable or particularly useful.
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