SFTtech / SFTtech/openage

Render pipeline optimization

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area: renderer improvement just do it overview
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
Rendering optimizations
  • Geometry shader for sprites: Draw sprites by passing a single vertex using GL_POINT and 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

  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 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

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