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by djray 106 days ago
The demo runs at 5 FPS on my laptop (11th gen Core i5 and Iris Xe graphics, Chrome Latest as the browser, with the GPU being the bottleneck). I was hoping for something rather more efficient given the write-up saying it ran at 60 fps on mobile.

The maps are pretty, but the per-tile build constraints of the WFC build approach means that pretty unnatural generations end up happening because non-local influence is difficult to take into account. I think this may be OK for games where you discover tiles one at a time, but for a full map generator it's not great, and better solutions exist. Red Blob Games did a writeup of a noise-based method which looks superior imo. You can use moisture-tracking approaches for rivers, lay roads, bridges and other artificial elements in a separate pass, and it will likely end up faster and more robust. I think WFC is an interesting programming problem, though, so it was likely fun to implement.

Nonetheless, this was an excellent write-up and impressive demo.

4 comments

You should be able to use chrome://gpu/ or about:gpu to tell if Chrome is doing software rendering.
I said in my comment that it was GPU bound. Task Manager was reporting 100% GPU usage from the browser, which went down to 0% after closing the tab.

It looks to be that the demo has been fixed since I initially looked. Testing today showed much improved performance.

I’m stunned - works fine on mobile for me. I’m curious how you determine FPS, I was hoping the site had an indicator, but either I’m missing it, or it’s Chrome Dev Tools (and thus it’s presumably impossible for me to get on iOS/Android)
your on windows or linux or ... maybe your on CPU rasterization?
It runs quite smoothly on my iPhone 15, so I think there’s something wrong with your graphics setup.