Optimize spatial queries used by chunk/entity rendering
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- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
To compute the set of chunks/entities that need to be rendered, we traverse the portion of the graph overlapping with a sphere around the viewpoint. This is empirically a major CPU time sink. Available optimizations include:
- Avoid redundant per-frame traversals
- Skip portions of the graph outside the view frustum
- Precompute node-to-node transform matrices and edges to traverse using a secondary graph. See also remaining work in #55.
See also #73 for refactoring of related code.
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Research direction
Start by locating the graph traversal used to find chunks and entities around the viewpoint. Review the remaining work in #55 and related refactoring in #73; done means reducing the rendering traversal's CPU cost through one or more listed optimizations and verifying the affected rendering behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev, performance
- Issue type
- Refactor
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100