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2D Infinite Terrain Generation Performance Issues
Hello!
I'm currently working on a system for generating infinite worlds (in this case, caves) with infinite extends in Unity. These are based on perlin noise textures. I can currently already generate chunks with a given size and render them.
The problem I'm encountering though, is that the performance of creating the chunks is horrible. In general, the program runs quite well, but when it gets to generating the chunks (even when they're only about 16x16 units) it always freezes for a fraction of a second, which isn't great. What I'm asking for is advice on this.
Q: Could the bad performance be caused by the
GameObject
creation when rendering the chunks?Q: Should I go with a new system like just creating the chunk textures and creating the single tiles?
Q: Also, how would you recommend going about saving the changes in the chunk with a given seed?
I'd also appreciate some guides/tutorials on creating infinite 2D open worlds based on perlin noise, which go into the details of rendering chunks and so on.
I'm sorry if something similar to this has already been posted on here.
I'd greatly appreciate any help!
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