defold / defold/defold

Culling for draw debug physics

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#7,680 3 comments 5 reactions 0 assignees View on GitHub
engine feature request render
Dominant language
C++
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Forks
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Merged PRs (30d)
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Description

**Is your feature request related to a problem? Please describe (REQUIRED):**
I have a lot of physics object in game.
![2023-05-25_18-35-19](https://github.com/defold/defold/assets/2655263/e21b2a37-370e-4dc5-b349-d7e477c25064)

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

Open the contributing 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

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