Optimize renderer

This commit is contained in:
2026-09-24 18:52:20 -03:00
parent 14aba6b129
commit d12fa84b00
10 changed files with 452 additions and 149 deletions
+34 -14
View File
@@ -18,27 +18,47 @@ export class WorldGenerationSystem extends System {
const player_chunk_x = Math.floor(position.x / CHUNK_SIZE);
const player_chunk_z = Math.floor(position.z / CHUNK_SIZE);
const render_distance = player_component.render_distance;
// one extra ring gets generated so the edge of the render distance has neighbors to mesh against
const load_distance = player_component.render_distance + 1;
const out_of_range = (x: number, z: number) =>
Math.max(Math.abs(x - player_chunk_x), Math.abs(z - player_chunk_z)) > load_distance;
for (const chunk of dimension.chunks) {
if (Math.abs(chunk.x - player_chunk_x) > render_distance) {
dimension.unload_chunk(chunk.x, chunk.z);
// collect first, deleting from the map while iterating it skips entries
const to_unload = [];
for (const chunk of dimension.chunks.values()) {
if (out_of_range(chunk.x, chunk.z)) {
to_unload.push(chunk);
}
if (Math.abs(chunk.z - player_chunk_z) > render_distance) {
dimension.unload_chunk(chunk.x, chunk.z);
}
for (const chunk of to_unload) {
dimension.unload_chunk(chunk.x, chunk.z);
}
for (const pending of [...dimension.pending_generation.values()]) {
if (out_of_range(pending.x, pending.z)) {
dimension.cancel_chunk_request(pending.x, pending.z);
}
}
for (let i = player_chunk_x - render_distance; i <= player_chunk_x + render_distance; i += 1) {
for (let j = player_chunk_z - render_distance; j <= player_chunk_z + render_distance; j += 1) {
const maybe_chunk = dimension.chunks.find((chunk) => chunk.x === i && chunk.z === j);
if (!maybe_chunk || !maybe_chunk.generated) {
console.log("loading chunk", i, j);
dimension.load_chunk(i, j);
// only generate one chunk per frame
return;
// dont queue up the whole area at once, so walking somewhere new gets the close chunks first
const max_in_flight = dimension.workers.size * 2;
if (dimension.pending_generation.size >= max_in_flight) {
return;
}
const missing: { x: number; z: number; distance: number }[] = [];
for (let x = player_chunk_x - load_distance; x <= player_chunk_x + load_distance; x += 1) {
for (let z = player_chunk_z - load_distance; z <= player_chunk_z + load_distance; z += 1) {
if (!dimension.is_generated(x, z) && !dimension.is_generating(x, z)) {
const dx = x - player_chunk_x;
const dz = z - player_chunk_z;
missing.push({ x, z, distance: dx * dx + dz * dz });
}
}
}
missing.sort((a, b) => a.distance - b.distance);
for (const chunk of missing.slice(0, max_in_flight - dimension.pending_generation.size)) {
dimension.request_chunk(chunk.x, chunk.z);
}
}
}