Release host memory for distant voxel chunks
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- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
Although we already carefully manage video memory, we currently store the original voxel data in host memory for the duration of the process. To limit memory use when exploring large areas, we should free distant chunks, and regenerate them in the rare event that they're needed again.
A straightforward approach would be storing actual voxel data in a new LRU table, indexed into by the graph.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating where the graph references original voxel data and how distant chunks are tracked. Evaluate the proposed LRU table indexed by the graph, then verify that distant voxel data is released and can be regenerated when needed; the issue names no files or tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev, performance
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100