1.2 KiB
1.2 KiB
@page optimizationideas Optimization Ideas
Automatically transition between instanced actors and non-instanced actors for non-animated models
- Need to keep track of number of entities drawing a model, once that total passes a threshold convert them all to instanced actors
- name it something fun like "HybridActor" or "ShapeshiftActor"
Merge all kinematic bodies in a scene into one
- Need to keep track of individual entities' shapes after the merge
- When an individual entity dies, remove its shape from the main body
Second frustum full on shadow map pipeline
- only draw what is both in front of camera AND visible from sky (currently ignores sky's view)
Move hitbox position updates to behavior tree
- If an entity is not moving (ie a tree), don't have to update the hitbox's position
On client, only colide hitboxes closest to the player
- Currently collide all hitboxes and it's costly
Simplify collidable logic
- IE trees don't need to worry about gravity
In GriddedDataCellManager, skip ServerDataCells if they aren't doing anything interesting
In GriddedDataCellManager, run unload logic at the same time we're iterating through all cells to simulate the