Open
Description
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.