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This little sandbox game generates gigabytes of procedural city, traffic and world around you as you move.
  • Use the in-game editor to define the rules for creating your terrain, grass, rocks, trees, city and traffic
  • Create your own unique look using the wide range of graphical settings from retro-pixelated to film-noir and more
  • Walk and fly around your creation
  • More features (and gameplay) coming soon...
Infinicity
Ben MorrisDeveloper
Ben MorrisPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Dev Blog: Tile caching

Tile Caching = 159x Faster City Streaming

Today I want to share a technical update rather than a visual one but its a huge boost for performance. My game uses procedural city tiles. Generating a full city tile costs around 1 millisecond. When the player is flying fast over the world, dozens of tiles may need to be created quickly, and that can become a bottleneck even when each tile is loaded in a background thread (actually as a tile load task serviced by a fixed sized pool of threads). So I implemented a tile caching system and the speedups are dramatic.

Benchmark Results

Heres how long each operation now takes:

  • Full city generation: 1.08 ms

    [/*]
  • Generate + save to cache (first time): 4.09 ms

    [/*]
  • Load from cache (disk hit): 6.79 s

    [/*]
  • Load tile already in memory: 6.8 ns

    [/*]

That means loading from cache is roughly 159x faster than generating a tile from scratch. Thats a huge performance win for streaming an open world.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44960045/735595175ef8e01fcc123de62a55cef06571d041.png\"][/img]

How the Cache Works

The core idea is simple:

[olist]
  • Generate the tile once.

    [/*]
  • Serialize the result to disk.

    [/*]
  • Next time, load it instead of regenerating it.

    [/*][/olist]

    Some technical details:

    • I compute a BLAKE3 hash of the map file to detect changes. If the map changes, the cache automatically invalidates.

      [/*]
    • Each tile uses a filename based on its coordinates, e.g. 5_7.bin.

      [/*]
    • Tile requests return a std::shared_future, so only the first thread generates the tile others wait for the same result.

      [/*]
    • The system is fully thread-safe and works perfectly with my streaming worker threads.

      [/*]

    Where the Cache Lives

    The game ships on Steam for Windows and Linux, including AppImage builds. AppImages are mounted as read-only, so the cache must go into the players writable directories, not beside the game files. Heres where tile cache files are stored:

    • Windows: %LOCALAPPDATA%/Infinicity/TileCache

      [/*]
    • Linux / Steam Deck: $XDG_CACHE_HOME/Infinicity/TileCache or ~/.cache/Infinicity/TileCache

      [/*]

    This keeps everything clean, safe, and consistent with OS conventions.\n

    What I (re)Learned

    • Caching procedural data is a massive win for performance.

      [/*]
    • Hashing the map file is a clean solution to cache invalidation.

      [/*]
    • Don\'t write to the game\'s install directory especially with AppImages.

      [/*]
    • std::shared_future is perfect for eliminating redundant work across threads.

      [/*]
    • strace is an excellent debugging tool when you want to see where your game is trying to write files.

      [/*]

    Tile caching has completely transformed streaming performance in the world and its exciting to see how much smoother everything feels now. More updates soon!

  • [ 2025-12-09 19:01:58 CET ] [Original Post]

    Minimum Setup

    • OS: Linux + SteamOS
    • Processor: Requires a 64-bit processor and operating system
    • Graphics: OpenGL 3.3

    Recommended Setup

    • OS: Linux + SteamOS
    • Processor: Requires a 64-bit processor and operating system
    • Graphics: OpenGL 3.3
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