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cb341
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Feb 15, 2026
cb341
commented
Feb 15, 2026
| let task_pool = AsyncComputeTaskPool::get(); | ||
| let chunk = *chunk; | ||
| let texture_manager = texture_manager.clone(); | ||
| let chunk = chunk.clone(); |
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We can no longer copy chunks.
Storing them on stack yields StackOverflow errors as the memory requirements are too large, hence the heap.
cb341
commented
Feb 15, 2026
cb341
commented
Feb 15, 2026
cb341
commented
Feb 15, 2026
cb341
commented
Feb 15, 2026
| assert!(x < n && y < h && z < n, "Index out of bounds: ({}, {}, {})", x,y,z); | ||
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| x + n * (y + n * z) | ||
| z + n * (y + h * x) |
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This aims to improve cache locality.
We usually iterate in order x,y,z.
This way z is the most frequently changing variable.
z,y,x order over x,y,z should improve performance.
I didn't look into it too deeply.
cb341
commented
Feb 15, 2026
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After some consideration, I have come to the realization that CubicChunks are probably not the best way forward for rsmc. I don't plan on generating vertically infinite terrain anyways.
Some ideas
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