Cache terrain blending results
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- Dominant language
- Python
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- 14.4k
- Forks
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Description
The terrain blending calculation should not be done on every frame, results can be buffered perfectly and only updates can change the terrain overlays. The terrain blending calculation is done in libopenage/terrain/terrain.cpp.
This should greatly improve performance, to boost the speed and flexibility even more, a separate shader for this should be implemented (see #149).
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 in libopenage/terrain/terrain.cpp and trace where terrain blending is calculated each frame and what updates affect the terrain overlays. Review issue #149 for the proposed separate shader, then verify that unchanged terrain avoids recalculation and that overlay updates still produce correct results.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev, performance
- Issue type
- Refactor
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100