Comments (5)
I will take a look at this today!
from marching-cubes-terrain.
I tried the old version myself with render distance of 7, and the memory usage was about 6gb (not quite 10gb, but that is still a lot). I then did some changes and disposed the mesh data arrays after generation and the memory dropped to around 1.8gb with render distance of 7. Pushed these changes to the develop branch.
All testing was done using both Unity's profiler and Win10 task manager with a built version of the game (= not in editor)
from marching-cubes-terrain.
perfect! yea the editor profiler reports about 6gb of nativearray data. the rest most likely comes from the mesh renderer mesh data and editor things
from marching-cubes-terrain.
while the memory usage during runtime is much lower now at startup when all chunks are build it still spikes and runs out of memory. but that's for the chunk loading over time issue imo
from marching-cubes-terrain.
Yes, I will be implementing the async chunk loading within a few days maybe, that should help both memory usage and the lag spikes.
from marching-cubes-terrain.
Related Issues (20)
- Project Structure HOT 3
- Generate chunks around the player in a circular shape
- Implement unit tests for the project
- Be able to give a random seed to the procedural density generator
- When you repeatedly add and remove densities from the same position, it leaves floating parts
- Increase Procedural Terrain Generation Performance HOT 3
- Have an ability to generate procedural cave systems with 3D noise
- If you modify the edge of the chuck the side chunk that will be generated will not connect HOT 5
- Convert this project into a Unity Package Manager package HOT 3
- Ability to procedurally generate terrain using 3D noise HOT 5
- Create different Biomes HOT 10
- Unable to deform certain chunks HOT 8
- Create an IncrementVoxelData function to VoxelDataStore
- Player far from origin jitter issue HOT 2
- When reloading a chunk changes made to terrain using left click and right click are overwritten HOT 1
- generate assets with mesh HOT 1
- Detect floating islands feature request
- A debugging panel
- Include NativeArray in custom VoxelDataGenerator HOT 1
- Memory is never freed
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from marching-cubes-terrain.