public WorkerQueue(uint workerCount, VoxelWorld world) { _world = world; _updateThreads = new Thread[workerCount]; for (var i = 0; i < workerCount; i++) { _updateThreads[i] = new Thread(work); } }
public void PerformAction(VoxelWorld world) { if (_chunk != null) { world.Generator.GenerateChunk(_chunk, world); } else { world.Generator.GenerateChunk(_pos, world); } }