Culling for draw debug physics
- Dominant language
- C++
- Stars
- 6.3k
- Forks
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- Avg merge
- 1d 21h
- Merged PRs (30d)
- 127
Description
**Is your feature request related to a problem? Please describe (REQUIRED):**
I have a lot of physics object in game.

Debug physics draw all physics. And i have warning
```
Out of debug vertex data (100000). Increase graphics.max_debug_vertices to avoid this warning.
```
You see in screenshot that i have a lot of physics. So i can't increase that value.
Also with debug physics i have 14 fps. Without debug 60fps.
**Describe the solution you'd like (REQUIRED):**
Debug physics draw only visible lines.
Or mb first draw lines that near to player.
**Describe alternatives you've considered (REQUIRED):**
No workarounds. Need to make smaller world in my game:(
**Additional context (OPTIONAL):**
Add any other context or screenshots about the feature request here.
Contributor guide
Research direction
The issue names no files, tests, or entry points. Start by locating the engine code responsible for drawing debug physics, then determine how visible objects or distance from the player should be defined. Done means debug physics is culled as specified, avoids the vertex-data warning for large physics scenes, and has a test or reproducible validation for the behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100