No? If you maintained an array of tiles with no trees on them, you could choose them when attempting to place trees on the map? You could throw the array away after generation, if it takes too much memory.Eddi wrote:errr... what exactly are you trying to achieve? if placing a random tree, filter first for tiles that can actually grow a tree? doesn't sound very fast at all.
People smarter than me can let me know if it's worth pursuing...

No issue then.MJP wrote:The tree generation takes ~0.5% of the time took to generate a 8192*8192 map.

I just see that for large maps, the amount of passes the default tree generation code does is quite a lot, which seemed a little wasteful to me.
But if the end result isn't slow, there's bigger fish to fry, I'm sure.