NoCubes Optimisation

SurfaceNets is now theoretically 61x faster!

After dealing with Java randomly swapping the values of 2 of my variables, I’ve written my own implementation of Surface Nets that scans a 19*19*19 (6895) area, down from the original 18*18*18*8*9 (419,904) lookups. I’ve also done some variable/object pooling for better memory use. All this should make the algorithm... [Read More]
Tags: nocubes

NoCubes Optimisation

SurfaceNets is now 8x faster!

I’ve fixed all the world-hole bugs and optimised the render algorithms in a pre-release on GitHub, it’s not stable yet though. All algorithms are now faster by a factor of 8. Instead of doing 18*18*18*8*9 (419,904) lookups I’m now only doing 18*18*18*9 (52,488) lookups. It’s now faster than vanilla, and... [Read More]
Tags: nocubes