More Multithreading!
This week I decided to try my hand at optimizing and improving the multithreading that is used in the game. I wanted to make it faster because the way it was implemented would cause the initial level load to take minutes if you had many terrestrial planets or cranked the quality level up in the settings. Background I first added multithreading to the game in early October of 2020, and I covered the process of doing so in the "Multithreading Hell" post. I remember it being a frustrating ordeal at the time, but with years more experience under my belt by now I figured it would be a good a time as any to go back to it. Multithreading is only utilized for the generation of terrestrial planets. Terrestrial planet meshes are made by evaluating noise at coordinates on a sphere. The sphere is made by taking points on a cube and normalizing them from the center. The sphere can then be neatly divided into six faces. The old approach would use one ...