2D terrain divided into tiles, compressed on CPU, decompressed on GPU, with caching to decrease PCIE bottleneck and VRAM requirement for very big terrains.
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Updated
Sep 14, 2025 - Cuda
2D terrain divided into tiles, compressed on CPU, decompressed on GPU, with caching to decrease PCIE bottleneck and VRAM requirement for very big terrains.
Huffman encoding and decoding with simple Serial and Parallel implementations for CPU and GPU
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