Not awfully—I haven’t counted but for a screenful of terrain tiles there can’t be more than a thousand calls, which could be a bit slow if you’re recalculating everything every frame, but is fast enough as soon as you cache your results, so that you only need to calculate new, undiscovered terrain.
If performance is really a problem, it’s always possible to rewrite the slow bits in C, using simpler algorithms than the Python hash function.
Not awfully—I haven’t counted but for a screenful of terrain tiles there can’t be more than a thousand calls, which could be a bit slow if you’re recalculating everything every frame, but is fast enough as soon as you cache your results, so that you only need to calculate new, undiscovered terrain.
If performance is really a problem, it’s always possible to rewrite the slow bits in C, using simpler algorithms than the Python hash function.