RE: Procedural Terrain Generation: Making a TerrainSquare
Thank you for sharing I may dive into this later today to check it out. I hadn't threaded my experiments, yet. I definitely know you can't call the unity specific elements from within threaded code.
I want to see what you did here though so I will definitely give it a look. I built voxel cube worlds and such in the past with ramps, and multi-voxels and other elements as an experiment. I love messing with stuff like this.
Oh and as to Unity and it's braindead garbage collection, I had massive memory leaks from it on one of my projects. I found that I had to explicitly destroy object arrays and such when exiting a function/method/class as it would not bother to clean them unless I did. This was awhile ago.
Pooling is generally way faster anyway, I think all of us that have used Unity for awhile quickly learn that cacheing what you can makes for huge performance boosts.
Yeah, Unity is... special in some ways.