Render pipeline optimization
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- Dominant language
- Python
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Description
Ideally, the renderer must be able to handle several thousands of objects without significant performance loss. While we're not processing super complex geometry like other engines, it's good to keep performance in mind, so that system requirements stay low. There are a few general techniques that we can use:
Pre-rendering Optimizations
- https://github.com/SFTtech/openage/issues/1534
- https://github.com/SFTtech/openage/issues/1536
- https://github.com/SFTtech/openage/issues/1537
- https://github.com/SFTtech/openage/issues/1535
- https://github.com/SFTtech/openage/issues/1053
Rendering optimizations
- Geometry shader for sprites: Draw sprites by passing a single vertex using
GL_POINTand calculate the the 4 sprite corners in the geometry shader. This offloads some of the sprite scaling/positioning to the GPU.
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 reviewing the linked optimization issues, especially the unchecked items 1536, 1537, 1535, 1538, and 1539, to identify a concrete rendering task. Compare the relevant rendering entry points and establish performance measurements for several thousand objects. Done means the selected optimization is implemented and its performance impact is demonstrated.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev, performance
- Issue type
- Refactor
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100