Ralith / Ralith/hypermine

Optimize spatial queries used by chunk/entity rendering

Open
#108 0 comments 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

performance
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.

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.