Ralith / Ralith/hypermine

Dynamic GPU memory allocation for extracted surfaces

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#52 1 comment 0 reactions 0 assignees View on GitHub

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enhancement performance visuals
Dominant language
Rust
Stars
202
Forks
22
Avg merge
6h 8m
Merged PRs (30d)
7

Description

We currently allocate a hardcoded number (4096) of worst-case sized slots for extracted surfaces. This makes inefficient use of memory, putting us uncomfortably close to storage buffer range limits, and gets much worse as chunk size increases. If we hand off metadata to the CPU after surface extraction, we could maintain only a small temporary buffer for worst-case surface extraction results, and more efficiently pack the main buffer using an allocator data structure on the CPU. This would also simplify #51 as the CPU could track the number of vertices in each surface, allowing it to construct indirect draw commands itself.

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Research direction

The issue names no files, tests, or entry points. Start by locating the extracted-surface buffers and the CPU/GPU handoff described here, then resolve the allocator design and its relationship to #51. Done should include bounded temporary extraction storage, packed main-buffer allocation, and CPU construction of indirect draw commands.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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