oh and i got the generation code working in production! it fixes my continous geometry issue forever! it's also atrociously slow, in large part because i'm using
next up: generating texture sheets and the code to uv-map them so i can start rendering MORE THAN ONE MATERIAL TYPE. well, that and other things. getting translucent materials working would be real nice too, given that i never got sorting working right with the old code either.
oh yeah and nanowrimo is still a mess, whoops, wrote like ~700 words yesterday and zero so far today. i should really start digging into it. any time now.
Data.Map
to store, uh, cubic chunks of coordinates, and then doing a whole lot of key updating to move them around. so roughly half the runtime is taken up by me just shifting thousands upon thousands of keys around when that's an operation that i could be doing in O(1) time with a data structure better-suited. like a big fixed-size array with random access and a single displacement value would handle most of my common operations (shift-all-keys, look up one key) in O(1) time.next up: generating texture sheets and the code to uv-map them so i can start rendering MORE THAN ONE MATERIAL TYPE. well, that and other things. getting translucent materials working would be real nice too, given that i never got sorting working right with the old code either.
oh yeah and nanowrimo is still a mess, whoops, wrote like ~700 words yesterday and zero so far today. i should really start digging into it. any time now.