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Progress Update #4

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    Multithreading Hell     So it took awhile but it's finally "done". I have managed to parallelize the terrain generation of the planets. To be honest it's basically held together with duct tape but it works and that's all I honestly care about right now. The terrain of the planets generates soooooo much faster at higher resolutions, and the whole program doesn't lock up while the terrain is being generated.     Starting out, I thought that multithreading would be a common thing to do in Unreal, and thus I thought there would be good documentation on the subject. Apparently not. There was very little to go off when I first started so I went searching the web for answers.       I looked up C++ multithreading and it looked simple enough. Just #include <thread> and call whatever function you want on a seperate thread. Like this . But then somewhere along this journey I discovered that Unreal had its own system for multithreading that had its own special c