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authorworktycho <work.tycho@gmail.com>2014-06-05 12:59:06 +0200
committerworktycho <work.tycho@gmail.com>2014-06-05 12:59:06 +0200
commit413d90420d9061a33301a9f4c4dd43e3dbf5a393 (patch)
tree7f0eac82ed69ec40955b3246655e1dc13d526852
parentdocs/Generator: Added the TerrainHeight section. (diff)
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diff --git a/docs/Generator.html b/docs/Generator.html
index 282e4c412..304220eb2 100644
--- a/docs/Generator.html
+++ b/docs/Generator.html
@@ -20,6 +20,7 @@ with specific implementation notes regarding MCServer.</p>
<li><a href="#compositiongen">Terrain composition</a></li>
<li><a href="#finishgen">Finishers</a></li>
<li><a href="#makefaster">Making it all faster</a></li>
+<li><a href="#GPU">Excuting a GPU</a></li>
</ul>
</p>
@@ -369,5 +370,9 @@ would become impossible to apply the averaging.</p>
<a name="makefaster"><h2>Making it all faster</h2></a>
<p>(TODO)</p>
+<a name="GPU"><h2>Executing on a GPU</h2></a>
+<p>Much of the terain genertion consists of doing the same thing for every single column or block in a chunk. This
+sort of computation is much faster on a GPU as GPUs are massively parallel. High end GPUs can execute up to 30,000
+threads simultaneously, which would allow them to generate every block in three chunks in parallel.</p>
</body>
</html>