Grid Subgrid System #123

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opened 2025-07-12 19:09:13 +00:00 by john · 0 comments
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Split large grids into 256x256 chunks for performance.

Note - the value of "256x256" is a "nice round baseless number" - performance tests with animated tile properties, entity field of view, pathfinding, both at game logic and rendering, are critical to deciding that value; it may even be appropriate to be tuneable at compile-time for powerusers of McRogueFace Engine

Definition of Done:

  • Automatic chunking for grids larger than threshold
  • Transparent to API users
  • Improved render performance for large grids
  • Memory usage optimization
Split large grids into 256x256 chunks for performance. Note - the value of "256x256" is a "nice round baseless number" - performance tests with animated tile properties, entity field of view, pathfinding, both at game logic and rendering, are critical to deciding that value; it may even be appropriate to be tuneable at compile-time for powerusers of McRogueFace Engine Definition of Done: - Automatic chunking for grids larger than threshold - Transparent to API users - Improved render performance for large grids - Memory usage optimization
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label 2025-07-12 19:09:13 +00:00
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Reference: john/McRogueFace#123
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