Update project to use Godot.NET.Sdk 4.3.0 and improve terrain generation performance

This commit is contained in:
ImBenji
2025-10-18 18:26:55 +01:00
parent ca3f88cf17
commit f7de1c67af
7 changed files with 93 additions and 55 deletions

View File

@@ -48,12 +48,18 @@ public partial class Tile : Node2D
DebugType debugType = _world.DebugType;
// Run in thread
// Use limited parallelism instead of unlimited Task.Run
var parallelOptions = new ParallelOptions
{
MaxDegreeOfParallelism = Math.Max(1, (int)(System.Environment.ProcessorCount * 0.5)),
CancellationToken = CancellationToken
};
Task.Run(() =>
{
try
{
for (int x = 0; x < _size.X; x++)
Parallel.For(0, _size.X, parallelOptions, x =>
{
if (CancellationToken.IsCancellationRequested) return;
@@ -88,7 +94,7 @@ public partial class Tile : Node2D
float neighborHeight = GetValueAtMapPosition(neighborCoords);
if (IsSeaAtMapPosition(neighborCoords, waterThreshold))
if (IsSeaAtMapPosition(neighborCoords))
{
bordersSea = true;
}
@@ -109,14 +115,14 @@ public partial class Tile : Node2D
// Grass (default)
image.SetPixel(x, y, Color.FromString("#bed58a", Colors.Purple));
if (IsSeaAtMapPosition(pixelOffset, waterThreshold))
if (IsSeaAtMapPosition(pixelOffset))
{
// Water
image.SetPixel(x, y, Color.FromString("#4380b0", Colors.Purple));
continue;
}
if (moistureValue < desertMoistureThreshold && heatValue > desertTemperatureThreshold)
if (isDesertAtMapPosition(pixelOffset))
{
// Desert
image.SetPixel(x, y, Color.FromString("#edc9af", Colors.Purple));
@@ -129,7 +135,7 @@ public partial class Tile : Node2D
continue;
}
if (heightValue > snowHeightThreshold)
if (heightValue > snowHeightThreshold && !isDesertAtMapPosition(pixelOffset))
{
// Snow
image.SetPixel(x, y, Color.FromString("#f4f4f4", Colors.Purple));
@@ -165,7 +171,7 @@ public partial class Tile : Node2D
}
}
});
if (!CancellationToken.IsCancellationRequested)
{
@@ -186,13 +192,8 @@ public partial class Tile : Node2D
}
// Terrain Query Methods
private float GetValueAtMapPosition(Vector2I position)
private Vector2I ToHeightMapCoordinates(Vector2I position)
{
// Clamp position to map bounds
position.X = Mathf.Clamp(position.X, 0, _world.ChunksPerAxis.X * _world.TileSize - 1);
position.Y = Mathf.Clamp(position.Y, 0, _world.ChunksPerAxis.Y * _world.TileSize - 1);
Vector2I heightMapResolution = new Vector2I(
_world.HeightMapImage.GetWidth(),
_world.HeightMapImage.GetHeight()
@@ -206,6 +207,19 @@ public partial class Tile : Node2D
(int)(mapDelta.X * heightMapResolution.X),
(int)(mapDelta.Y * heightMapResolution.Y)
);
// Clamp to valid range
heightMapCoords.X = Mathf.Clamp(heightMapCoords.X, 0, heightMapResolution.X - 1);
heightMapCoords.Y = Mathf.Clamp(heightMapCoords.Y, 0, heightMapResolution.Y - 1);
return heightMapCoords;
}
private float GetValueAtMapPosition(Vector2I position)
{
Vector2I heightMapCoords = ToHeightMapCoordinates(position);
Color hmColor = _world.HeightMapImage.GetPixel(heightMapCoords.X, heightMapCoords.Y);
@@ -218,10 +232,17 @@ public partial class Tile : Node2D
return heightValue <= _world.WaterThreshold;
}
private bool IsSeaAtMapPosition(Vector2I position, float waterThreshold)
private bool isDesertAtMapPosition(Vector2I position)
{
float heatValue = GetHeatAtMapPosition(position);
float moistureValue = GetMoistureAtMapPosition(position);
return moistureValue < _world.DesertMoistureThreshold && heatValue > _world.DesertTemperatureThreshold;
}
private bool IsSeaAtMapPosition(Vector2I position)
{
float heightValue = GetValueAtMapPosition(position);
return heightValue <= waterThreshold;
return heightValue <= _world.WaterThreshold;
}
private FastNoiseLite _heatNoise = null;
@@ -233,21 +254,21 @@ public partial class Tile : Node2D
_heatNoise = new FastNoiseLite();
_heatNoise.SetNoiseType(FastNoiseLite.NoiseTypeEnum.Perlin);
_heatNoise.SetFrequency(1/_world.TemperatureNoiseFrequency);
_heatNoise.SetFractalType(FastNoiseLite.FractalTypeEnum.Fbm);
_heatNoise.SetFractalOctaves(12);
_heatNoise.SetSeed(1738);
}
float heat = _heatNoise.GetNoise2D(position.X, position.Y);
heat *= 0.2f;
Vector2I heightMapCoords = ToHeightMapCoordinates(position);
float heat = _heatNoise.GetNoise2D(heightMapCoords.X, heightMapCoords.Y);
heat *= _world.TemperatureNoiseAmplitude;
// Fall off towards the poles. Use sine function for a globe effect.
float mapResolutionY = _world.ChunksPerAxis.Y * _world.TileSize;
float latitudeFactor = Mathf.Sin(Mathf.Pi * position.Y / mapResolutionY);
float mapResolutionY = _world.HeightMapImage.GetHeight();
float latitudeFactor = Mathf.Sin(Mathf.Pi * heightMapCoords.Y / mapResolutionY);
heat = latitudeFactor + heat;
heat = Mathf.Clamp(
heat,
0.0f,
1.0f
);
return heat;
}
@@ -261,21 +282,20 @@ public partial class Tile : Node2D
_moistureNoise = new FastNoiseLite();
_moistureNoise.SetNoiseType(FastNoiseLite.NoiseTypeEnum.Perlin);
_moistureNoise.SetFrequency(1/_world.MoistureNoiseFrequency);
_moistureNoise.SetFractalType(FastNoiseLite.FractalTypeEnum.Fbm);
_moistureNoise.SetFractalOctaves(12);
_moistureNoise.SetSeed(1337);
}
Vector2I heightMapCoords = ToHeightMapCoordinates(position);
float moisture = _moistureNoise.GetNoise2D(position.X, position.Y);
moisture *= 0.2f;
float moisture = _moistureNoise.GetNoise2D(heightMapCoords.X, heightMapCoords.Y);
moisture *= _world.MoistureNoiseAmplitude;
// Fall off towards the poles. Use sine function for a globe effect.
float mapResolutionY = _world.ChunksPerAxis.Y * _world.TileSize;
float latitudeFactor = Mathf.Sin(Mathf.Pi * position.Y / mapResolutionY);
float mapResolutionY = _world.HeightMapImage.GetHeight();
float latitudeFactor = Mathf.Sin(Mathf.Pi * heightMapCoords.Y / mapResolutionY);
moisture = latitudeFactor + moisture;
moisture = Mathf.Clamp(
moisture,
0.0f,
1.0f
);
return moisture;