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Optimize spatial queries used by chunk/entity rendering #108

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@Ralith

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@Ralith

To compute the set of chunks/entities that need to be rendered, we traverse the portion of the graph overlapping with a sphere around the viewpoint. This is empirically a major CPU time sink. Available optimizations include:

  • Avoid redundant per-frame traversals
  • Skip portions of the graph outside the view frustum
  • Precompute node-to-node transform matrices and edges to traverse using a secondary graph. See also remaining work in Optimize chunk transform streaming #55.

See also #73 for refactoring of related code.

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    performanceSomething's slower than it should be

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