So I recently figured out infinite terrain generation with a chunk system.
I've limited it down to 9600x320 chunks though for better world design
So for fun I've made it constantly generate chunks in the world maps grid pattern, with the concept being that once every chunk is done, the lag will be so wonderfully unnoticeable. That many chunks though, with 1/10th second delay, would take about 85 hours to finish. After all, the world is 600x20 miles large so that's understandable.
I'll add what I need to in the future, but I was thinking over the weekend I could let this run and see what happens. Maybe the RAM use of having 3 million arrays with 30 thousand elements each would lag, although I have been very careful with this chunk system to minimize lag. RAM might be a new issue for a world this large.
What do you think will happen? I understand this is unplayable and I'll later have to make it generate them only as needed, but maybe this fast generation could also be implemented for a short time while the player is in a loading screen or in a pause menu maybe. Just a fun learning experience ^-^