Storing and loading 2d infinite procedurally generated tile based world - memory

Background:
I am working on a 2d infinite world generation. It is tile based meaning my terrain is fully made out of squares. You can imagine it like 2d Minecraft (looking at the terrain from above).
I implemented standard chunk system where the terrain gets chopped into small 8x8 tile areas that get loaded and deleted as player moves around the world. This, so far mentioned, works perfectly smooth without any hiccups or lag. I am using Lua and Corona SDK.
The problem:
Since the player will be able to modify the terrain, I need a fast and efficient system of saving chunks in memory once the player loads a new chunk and a system of loading those chunks from memory if they have been loaded previously.
This is where the problem takes place. It needs to read from and save to files (memory) quite often which causes noticeable lag. Making chunks bigger is not an option.
Solutions I tried but all caused lag:
a) First and obvious solution I implemented was to just create a text file for each chunk with tile names as strings. It looked something like this: x12y10.txt and inside the file I just dumped all tile names in order they need to be placed on screen: "Grass Grass Water Sand Sand Sand Grass Grass...". That worked but loading strings was slow so I tried another solution: save tiles as indexes.
b) Saving tiles as their indexes. I paired every tile to a number. Since numbers are shorter, they take less memory and are faster to load. I gave each tile it's own index: Grass -> id 1, Water -> id 2, Sand -> id 3 and so on. This way I only needed to save 1 or 2 chars instead of full string per tile. My txt files looked like this now: "1 1 2 3 3 3 1 1...". This worked better but still caused lag.
c) Next improvement I did was with how chunks are organized in memory. Instead of dumping all the chunks in a single folder, for each x coordinate I made a folder and put all chunks that have that x value in there.
So instead of this:
Folder with all chunks: x0y0.txt, x0y1.txt, x0y2.txt, x1y0.txt, x1y1.txt, x1y2.txt
Inside folder with all chunks I had this:
Folder x0: x0y0.txt, x0y1.txt, x0y2.txt
Folder x1: x1y0.txt, x1y1.txt, x1y2.txt
I am not sure how much this helped for small number of chunks, but I am pretty sure for thousands of chunks, improvement is there.
Possible solutions?
I have some ideas for improvements, but I would like to hear your opinion on the solutions.
a) Saving terrain in binary files?
b) I have read about Minecraft region format, really tried to understand how it works, but did not get it since there is little information about it. So if anyone knows it and could explain their system to me, I would be really grateful.
c) Another faster file format?
d) Is making/accessing many folders slow? Is there a better alternative?

I really feel like this is cs-101 question, but cannot google up any answer right away so quick summary.
All files are just sequences of bytes. If we're talking about reading and writing raw bytes, no format will make 64 bytes appear in memory faster than another.
Text file is a sequence of bytes with slight limitations on their values (well, the limitation is if you want standard text programs to display it). A string "11" (sequence of bits: 110001110001) from a text file won't be loaded faster than sequence of unprintable bits 100000100000 from "binary" file.
Structuring directories at the very least reduces the number of nodes system checks when trying the file you've requested to open. But mechanisms underlying the filesystems are very complex and affected by a lot of factors. The overall guess is that frequent reading even of small files will be slow. And all files carry some stockpiling overhead (system info to keep them tracked and ordered), small files will have lower useful/auxiliary info ratio. I know of at least one 2d project with mutable map that was making hdds growl and grunt before they moved onto bigger files years ago.
You don't have to make chunks bigger, that's different thing, but you can write them into the same file.
Instead of million of files by 64 bytes you can have a single megabyte file (assuming you use a byte per chunk). A million chunks is lot for a player to modify or walk around. If you unpack that data to tables, it will take up more space but you don't have to decipher all the string, only the currently needed bytes. Yes, modifying a megabyte string in lua will cause creation of another megabyte string which is slow, but you don't have to do it every time, or you can split string into smaller ones and modify those. And only do writing when needed. I/O bufferization may even happen without your intervention but again it is usually helpful for big files.
Yes there will be more than a byte of info per tile (2^8 possible states per tile is a lot however), the system stays the same.
The same thing is done for textures, because loading data in a single big chunk in a single big scoop is faster than searching around for tiny bit here and there. Indexing a single long area of memory is also faster than chasing pointers around.
On top of that, you may try to read\write less bytes than you want in the memory. For example by compressing data.

In minecraft chunks are not stored unless they have been visited / modified, otherwise they are generated.
That would leave you a system where only blocks which have been modified by the player would need to be stored, with the un-modified areas being re-generated by using the same random seed, each time.
Creating a hierarchy of modifications ... A chunk is an 8x8 block, create a super-chunk which is 8x8 chunks, and only look for a file, if any of the 8x8 super-chunk has been modified.
Possibly store all of the super-chunk in one file, which would limit the number of files (adding more files does decrease the speed of the system, and also uses space on the system inefficiently).
If you have any spare time-space, perhaps have a cache of the chunks near the player, and pre-load the modified areas which are being approached. This would limit the visible lag required

Related

Can I make the glb file smaller?

I have a large obj file of 306 mb. So I converted it into a glb file to reduce its size. The size of the file has decreased a lot to 82 mb, but it is still big. I want to make this file smaller. Is there a way? If there is, please let me know.
If you can't reduce the glb file further, let me know more effective ways to reduce the obj file. One of the things I've already done is change the obj file to json, compress, unwind and load it using pako.js. I didn't choose this method because it was too slow to decompress.
There might be, if it is the vertex-data that is causing the file to be that big. In that case you can use the DRACO compression-library to get the size down even further.
First, to test the compressor, you can run
npx gltf-pipeline -i original.glb -d --draco.compressionLevel 10 -o compressed.glb
(you need to have a current version of node.js installed for this to work)
If vertex-data was the reason for the file being that big, the compressed file should be considerably smaller than the original.
Now you have to go through some extra-steps to load the file, as the regular GLTFLoader doesn't support DRACO-compressed meshes.
Essentially, you need to import the THREE.DRACOLoader and the draco-decoder. Finally, you need to tell your GLTFLoader that you know how to handle DRACO-compression:
DRACOLoader.setDecoderPath('path/to/draco-decoder');
gltfLoader.setDRACOLoader(new DRACOLoader());
After that, you can use the GLTFLoader as before.
The only downside of this is that the decoder itself needs some resources: decoding isn't free and the decoder itself is another 320kB of data to be loaded by the browser. I think it's still worth it if it saves you megabytes of mesh-data.
I'm surprised that no one has mentioned the obvious, simple way of lossily reducing the size of a .glb file that's just a container for separate mesh and texture data:
Reduce your vertex count by collapsing adjacent vertices that are close together or coplanar, and reduce your image data by trimming out, scaling down, or using a lower bit depth for unnecessary details.
Every 2X decrease in surface polygon/pixel density should yield roughly a 4X decrease in file size.
And then, once you've removed unneeded detail, start looking at things like DRACO, basis, fewer JPEG chroma samples, and optipng.

Control the tie-breaking choice for loading chunks in the scheduler?

I have some large files in a local binary format, which contains many 3D (or 4D) arrays as a series of 2D chunks. The order of the chunks in the files is random (could have chunk 17 of variable A, followed by chunk 6 of variable B, etc.). I don't have control over the file generation, I'm just using the results. Fortunately the files contain a table of contents, so I know where all the chunks are without having to read the entire file.
I have a simple interface to lazily load this data into dask, and re-construct the chunks as Array objects. This works fine - I can slice and dice the array, do calculations on them, and when I finally compute() the final result the chunks get loaded from file appropriately.
However, the order that the chunks are loaded is not optimal for these files. If I understand correctly, for tasks where there is no difference of cost (in terms of # of dependencies?), the local threaded scheduler will use the task keynames as a tie-breaker. This seems to cause the chunks to be loaded in their logical order within the Array. Unfortunately my files do not follow the logical order, so this results in many seeks through the data (e.g. seek halfway through the file to get chunk (0,0,0) of variable A, then go back near the beginning to get chunk (0,0,1) of variable A, etc.). What I would like to do is somehow control the order that these chunks get read, so they follow the order in the file.
I found a kludge that works for simple cases, by creating a callback function on the start_state. It scans through the tasks in the 'ready' state, looking for any references to these data chunks, then re-orders those tasks based on the order of the data on disk. Using this kludge, I was able to speed up my processing by a factor of 3. I'm guessing the OS is doing some kind of read-ahead when the file is being read sequentially, and the chunks are small enough that several get picked up in a single disk read. This kludge is sufficient for my current usage, however, it's ugly and brittle. It will probably work against dask's optimization algorithm for complex calculations. Is there a better way in dask to control which tasks win in a tie-breaker, in particular for loading chunks from disk? I.e., is there a way to tell dask, "all things being equal, here's the relative order I'd like you to process this group of chunks?"
Your assessment is correct. As of 2018-06-16 there is not currently any way to add in a final tie breaker. In the distributed scheduler (which works fine on a single machine) you can provide explicit priorities with the priority= keyword, but these take precedence over all other considerations.

Sorting 20GB of data

In the past I had to work with big files, somewhere about in the 0.1-3GB range. Not all the 'columns' were needed so it was ok to fit the remaining data in RAM.
Now I have to work with files in 1-20GB range, and they will probably grow as the time will pass. That is totally different because you cannot fit the data in RAM anymore.
My file contains several millions of 'entries' (I have found one with 30 mil entries). On entry consists in about 10 'columns': one string (50-1000 unicode chars) and several numbers. I have to sort the data by 'column' and show it. For the user only the top entries (1-30%) are relevant, the rest is low quality data.
So, I need some suggestions about in which direction to head out. I definitively don't want to put data in a DB because they are hard to install and configure for non computer savvy persons. I like to deliver a monolithic program.
Showing the data is not difficult at all. But sorting... without loading the data in RAM, on regular PCs (2-6GB RAM)... will kill some good hours.
I was looking a bit into MMF (memory mapped files) but this article from Danny Thorpe shows that it may not be suitable: http://dannythorpe.com/2004/03/19/the-hidden-costs-of-memory-mapped-files/
So, I was thinking about loading only the data from the column that has to be sorted in ram AND a pointer to the address (into the disk file) of the 'entry'. I sort the 'column' then I use the pointer to find the entry corresponding to each column cell and restore the entry. The 'restoration' will be written directly to disk so no additional RAM will be required.
PS: I am looking for a solution that will work both on Lazarus and Delphi because Lazarus (actually FPC) has 64 bit support for Mac. 64 bit means more RAM available = faster sorting.
I think a way to go is Mergesort, it's a great algorithm for sorting a
large amount of fixed records with limited memory.
General idea:
read N lines from the input file (a value that allows you to keep the lines in memory)
sort these lines and write the sorted lines to file 1
repeat with the next N lines to obtain file 2
...
you reach the end of the input file and you now have M files (each of which is sorted)
merge these files into a single file (you'll have to do this in steps as well)
You could also consider a solution based on an embedded database, e.g. Firebird embedded: it works well with Delphi/Windows and you only have to add some DLL in your program folder (I'm not sure about Lazarus/OSX).
If you only need a fraction of the whole data, scan the file sequentially and keep only the entries needed for display. F.I. lets say you need only 300 entries from 1 million. Scan the first first 300 entries in the file and sort them in memory. Then for each remaining entry check if it is lower than the lowest in memory and skip it. If it is higher as the lowest entry in memory, insert it into the correct place inside the 300 and throw away the lowest. This will make the second lowest the lowest. Repeat until end of file.
Really, there are no sorting algorithms that can make moving 30gb of randomly sorted data fast.
If you need to sort in multiple ways, the trick is not to move the data itself at all, but instead to create an index for each column that you need to sort.
I do it like that with files that are also tens of gigabytes long, and users can sort, scroll and search the data without noticing that it's a huge dataset they're working with.
Please finde here a class which sorts a file using a slightly optimized merge sort. I wrote that a couple of years ago for fun. It uses a skip list for sorting files in-memory.
Edit: The forum is german and you have to register (for free). It's safe but requires a bit of german knowledge.
If you cannot fit the data into main memory then you are into the realms of external sorting. Typically this involves external merge sort. Sort smaller chunks of the data in memory, one by one, and write back to disk. And then merge these chunks.

How does a Fractal Tree Index perform when moving data on disk?

I'm learning about fractal tree indices such as that found in TokuDB. I am fascinated with the strategy it uses to make writes fast by writing to CPU cache most of the time and only rarely writing out to slower RAM memory. However, a fractal tree index does eventually have to do big writes out to RAM and then giant writes out to disk and then utterly huge writes completely on disk. It is here where I get confused. Can the fractal tree index do this efficiently? More efficiently, say, than a B-tree can update the disk in a worst-case-scenario update? Also, what effect does a giant, on-disk rewrite have upon lookup-time of that data? And, vise versa, what effect does doing several look-ups on that data have on the process of the giant rewrite?
As context for answering this, you should know:
Everything I learned about fractal tree indices I learned in this slide presentation
I don't have a good mental model for how a spinning medium hard drive works.
When I say "giant rewrite", basically what happens is that you have two sorted arrays of the same length (of size 2^largeNumber) and you write them to a single array (of size 2^(largeNumber+1)) which is sorted.
I suggest you watch my video at http://www.youtube.com/watch?v=88NaRUdoWZM which may give you a better understanding of how Fractal Tree Indexes work. When the indexes do not fit in main memory, a fractal tree index is able to buffer large groups of messages which slowly push down the tree as the buffers overflow. When they eventually make it to a leaf node there is a single IO to retrieve the leaf and apply all the messages. Fractal Tree Indexes do significantly less write IO as they aggregate many operations across a single IO and writes are highly compressed. Read IO is also significantly lessened as it is reading highly compressed data.
I'm not sure if this fully answers your questions, but hopefully it helps.

What does it mean by buffer?

I see the word "BUFFER" everywhere, but I am unable to grasp what it exactly is.
Would anybody please explain what is buffer in layman's language?
When is it used?
How is it used?
Imagine that you're eating candy out of a bowl. You take one piece regularly. To prevent the bowl from running out, someone might refill the bowl before it gets empty, so that when you want to take another piece, there's candy in the bowl.
The bowl acts as a buffer between you and the candy bag.
If you're watching a movie online, the web service will continually download the next 5 minutes or so into a buffer, that way your computer doesn't have to download the movie as you're watching it (which would cause hanging).
The term "buffer" is a very generic term, and is not specific to IT or CS. It's a place to store something temporarily, in order to mitigate differences between input speed and output speed. While the producer is being faster than the consumer, the producer can continue to store output in the buffer. When the consumer gets around to it, it can read from the buffer. The buffer is there in the middle to bridge the gap.
If you average out the definitions at http://en.wiktionary.org/wiki/buffer, I think you'll get the idea.
For proof that we really did "have to walk 10 miles thought the snow every day to go to school", see TOPS-10 Monitor Calls Manual Volume 1, section 11.9, "Using Buffered I/O", at bookmark 11-24. Don't read if you're subject to nightmares.
A buffer is simply a chunk of memory used to hold data. In the most general sense, it's usually a single blob of memory that's loaded in one operation, and then emptied in one or more, Perchik's "candy bowl" example. In a C program, for example, you might have:
#define BUFSIZE 1024
char buffer[BUFSIZE];
size_t len = 0;
// ... later
while((len=read(STDIN, &buffer, BUFSIZE)) > 0)
write(STDOUT, buffer, len);
... which is a minimal version of cp(1). Here, the buffer array is used to store the data read by read(2) until it's written; then the buffer is re-used.
There are more complicated buffer schemes used, for example a circular buffer, where some finite number of buffers are used, one after the next; once the buffers are all full, the index "wraps around" so that the first one is re-used.
Buffer means 'temporary storage'. Buffers are important in computing because interconnected devices and systems are seldom 'in sync' with one another, so when information is sent from one system to another, it has somewhere to wait until the recipient system is ready.
Really it would depend on the context in each case as there is no one definition - but speaking very generally a buffer is an place to temporarily hold something. The best real world analogy I can think of would be a waiting area. One simple example in computing is when buffer refers to a part of RAM used for temporary storage of data.
That a buffer is "a place to store something temporarily, in order to mitigate differences between input speed and output speed" is accurate, consider this as an even more "layman's" way of understanding it.
"To Buffer", the verb, has made its way into every day vocabulary. For example, when an Internet connection is slow and a Netflix video is interrupted, we even hear our parents say stuff like, "Give it time to buffer."
What they are saying is, "Hit pause; allow time for more of the video to download into memory; and then we can watch it without it stopping or skipping."
Given the producer / consumer analogy, Netflix is producing the video. The viewer is consuming it (watching it). A space on your computer where extra downloaded video data is temporarily stored is the buffer.
A video progress bar is probably the best visual example of this:
That video is 5:05. Its total play time is represented by the white portion of the bar (which would be solid white if you had not started watching it yet.)
As represented by the purple, I've actually consumed (watched) 10 seconds of the video.
The grey portion of the bar is the buffer. This is the video data that that is currently downloaded into memory, the buffer, and is available to you locally. In other words, even if your Internet connection where to be interrupted, you could still watch the area you have buffered.
Buffer is temporary placeholder (variables in many programming languages) in memory (ram/disk) on which data can be dumped and then processing can be done.
The term "buffer" is a very generic term, and is not specific to IT or CS. It's a place to store something temporarily, in order to mitigate differences between input speed and output speed. While the producer is being faster than the consumer, the producer can continue to store output in the buffer. When the consumer speeds up, it can read from the buffer. The buffer is there in the middle to bridge the gap.
A buffer is a data area shared by hardware devices or program processes that operate at different speeds or with different sets of priorities. The buffer allows each device or process to operate without being held up by the other. In order for a buffer to be effective, the size of the buffer and the algorithms for moving data into and out of the buffer.
buffer is a "midpoint holding place" but exists not so much to accelerate the speed of an activity as to support the coordination of separate activities.
This term is used both in programming and in hardware. In programming, buffering sometimes implies the need to screen data from its final intended place so that it can be edited or otherwise processed before being moved to a regular file or database.
Buffer is temporary placeholder (variables in many programming languages) in memory (ram/disk) on which data can be dumped and then processing can be done.
There are many advantages of Buffering like it allows things to happen in parallel, improve IO performance, etc.
It also has many downside if not used correctly like buffer overflow, buffer underflow, etc.
C Example of Character buffer.
char *buffer1 = calloc(5, sizeof(char));
char *buffer2 = calloc(15, sizeof(char));

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