Génération de Chunks en multithreads
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		| @@ -13,6 +13,8 @@ | ||||
| #include <fstream> | ||||
| #include <string> | ||||
| #include <vector> | ||||
| #include <future> | ||||
| #include <thread> | ||||
|  | ||||
| class Chunk; | ||||
| class Player; | ||||
| @@ -44,8 +46,7 @@ private: | ||||
|  | ||||
| 	int m_center[2] = { INT16_MAX / 2 - WORLD_SIZE_X / 2, INT16_MAX / 2 - WORLD_SIZE_Y / 2 }; | ||||
|  | ||||
| 	bool GenerateChunk(int x, int y, Perlin& perlin); | ||||
| 	void UpdateChunk(int& generates, int& updates, int chx, int chy, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]); | ||||
| 	void UpdateChunk(int& updates, int chx, int chy, BlockInfo* blockinfo[BTYPE_LAST]); | ||||
| 	void RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader); | ||||
| 	void UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]); | ||||
| 	void TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]); | ||||
|   | ||||
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