Hi @Mathias_Westerdahl
Thanks for the quick answer.
I am looking for ways to improve my code regarding my last question
creating open world (with chunks) (with GitHub-link in comments)
I had the issue that i already had a small lag while running around the map, when I tried to generate a second layer with just trees. Im still exploring procedural generation, and in the GitHub-example I have 2 layers with 6400 tiles each(25 chunks; 16x16 tiles), wich are all generated again via fractal noise and updated (tilemaps) when the player changes his current chunk.
So my first thought was (even if it would not solve the underlying problem of inefficiency) to outsource the terrain generation to a second thread. Are my thoughts on the right path for now?
Currently I am also trying to optimize the code itself, and to minimize the updates done after a chunk-change.
[edit: spelling ^^’]