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Performance notes

Why Biomer feels fast on large Minecraft worlds

Mapping a procedural world can become expensive quickly. Biomer treats it as an interactive graphics problem: calculate what matters next, protect the main thread, and keep the delivery stack simple.

6 min read · Updated July 2026

Visible tiles first

The tile queue is sorted by distance from the map center. That means the most useful image appears first, while neighboring tiles are prepared behind it. Panning reprioritizes work instead of finishing obsolete areas.

A small prefetch margin avoids blank seams when you move the map, without generating the entire world.

Parallel without starving input

The generator uses a capped number of Web Workers based on available hardware. The canvas and controls remain on the browser's main thread, so zooming, dragging, and version selection stay fluid.

A bounded cache drops distant tiles and records memory use, preventing long sessions from accumulating unbounded map imagery.

Static delivery that fits App Platform

The landing is pre-rendered with SvelteKit's static adapter. Both sites are built into immutable static bundles, precompressed, and served from a small Ferron container. DigitalOcean App Platform handles TLS and routing at the edge while each app has an independent deployable image.

Fast interactions matter more than a large initial render

A map does not need every biome in a huge radius before it becomes useful. Biomer is optimized to show the area under consideration quickly, then improve nearby coverage as you move. This makes a first inspection feel immediate and avoids spending device resources on terrain you may never visit.

The same strategy protects long sessions. Tile work is limited to what the current view and a small buffer need, while the cache holds only recently useful results. You get responsive exploration without the gradual slowdown that can happen when an interactive map keeps every past image in memory.