Looking good! Pretty good display already what with shadows and so on, and render speed seems pretty good when not chunking.
I'm still trying to find a way to force the linux kernel to NOT give priority to the chunk-generating thread but seem the kernel's "fair" scheduling ends up penalizing the game's main thread (render+AI), in favor of the generator thread and takes too long to switch back to the main thread.
this seem to be the main causes of the stuttering.
EDIT: I tried setting the chunk generator thread policy to SCHED_BATCH and SCHED_IDLE but got no apparent improvement.
I might end up using fibers and cooperative task switching instead (makecontext, swapcontext) with a timer to control the scheduling myself from userspace.
But also .. a 1616b compressed ray tracer? is thaty doing a lot of heavy lifting on the GPU or using lots of shared libs, or purely standalone? Nice
its a 16bit DOS executable, no GPU, all software, no external libs, all x86 assembly code.
and its really slow
(size was the goal).