21 Commits
Author SHA1 Message Date
popertots 5b563bad67 perf: SmallVec inline storage, TOML drop tables, seeded deterministic RNG
- SmallVec<[DropEntry; 2]> replaces Vec in DropTable: zero heap allocation for
  all current tiles (0 or 1 entries), spills to heap only at 3+
- DropEntry fields packed to u8 (chance_pct, min_count, max_count): ~12 bytes ->
  4 bytes; derives Copy so no extra clones
- Replaced SystemTime pseudo-RNG with dig_rng(pos): PCG-style hash of world SEED
  + tile position. Deterministic per world, same dig = same roll every time
- TOML-driven drop tables: assets/drop_tables.toml (grass=5%/1-2, rock=10%/1,
  dirt/air=none). TOML parsed at startup into DropTableRegistry resource
- OnceLock global map for async terrain generation tasks to access drop tables
  without Bevy resource borrowing
- terrain.rs: DropTableRegistry::global_get("tile") replaces hardcoded drop_table_for
2026-03-21 16:06:41 +00:00
popertots 90a6196443 feat: soft entity collision, dead code removal, leaf standability fix
- Add TileOccupancy resource and rebuild_tile_occupancy system to track
  per-tile entity counts for soft collision avoidance
- Add collision_delay to Ambulatory; entities try relative-left step on
  occupied tiles, wait 1 tick, then push through
- Fix leaf canopy standability: leaves are now can_stand_in=true,
  can_stand_on=false (walkable, not standable-on)
- Delete FloorTilePrefab / FixtureTilePrefab / FloorTile / FixtureTile /
  TileState (all fully dead — TileMap + ChunkData are sole truth)
- Delete tile_spawns from TerrainBlob (populated but never consumed)
- Delete leaf ghost entity spawn in forestry (orphaned invisible ECS entity)
- Replace log prefab spawn with inline commands.spawn(Transform, Visibility)
- Add TileMap::remove_fixture for future digging/explosion use
- Skip collision avoidance when current tile has >2 entities (handles spawn
  cluster deadlock)
2026-03-21 01:36:38 +00:00
popertots f9a74ed432 feat: migrate quilter rendering to Bevy TilemapChunk
Replaces the CPU pixel-baking quilter system (QuiltCache, TerrainSprite,
pixel_buffers) with Bevy's native TilemapChunk GPU-index-lookup API.

Architecture:
- TilemapChunk entities replace TerrainSprite entities per (chunk, z, layer)
- Tileset PNG stacked vertically as texture_2d_array (11 rows: 6 floor + 5 fixture)
- populate_chunk_tiles reads TileMap HashMap directly; no ECS FloorTile entities
- Chunk spawn deferred to apply_terrain_blobs (after TileMap data exists)
- Dirty key system triggers repopulate on occlusion/camera-z changes

Bug fixes:
- populate_chunk_tiles: add chunk_pos offset to world tile lookups (was always (0,0))
- spawn_tilemap_chunks: offset Transform by -TILE_SIZE/2 (tile-centre vs bottom-left)
- spawn_tilemap_chunks: AlphaMode2d::Blend (was Opaque, blocking DF fade)
- update_tilemap_chunk_visibility: actually mutate Visibility (was read-only)
- handle_tile_occlusion_updates: mark dirty keys inline (was double-reading events)
- TilemapChunkSpawner: deduplicate pending queue and guard stale registry

Performance:
- ~115K FloorTile ECS entities eliminated
- GPU memory: O(tile_data) instead of O(CHUNK_TILES² × z_levels × pixel_bytes)
- Z-scroll: only TilemapChunkTileData repopulates (no entity re-spawn)
- Benchmarks via TilemapBenchmark resource (F9 to report)
2026-03-20 14:02:04 +00:00
popertots 15c0d1c7a2 external config 2026-03-18 23:19:58 +00:00
popertots c902cff908 feat: async pathfinding with provisional paths and bit-grid snapshots
- Add StandableBitGrid: O(1) bit-packed snapshot (~6KB per 50k tiles vs HashMap overhead)
- Implement two-tier pathfinding: sync for short paths (<64 tiles), provisional+async for long paths
- calculate_provisional_path: capped A* returning path to best heuristic node
- calculate_async_path: A* using bit-grid (Send+Sync, no thread_local)
- prepare_paths system: dispatches provisional paths immediately, spawns async for full paths
- poll_async_paths + splice_completed_async_paths: seamless path transition when async completes
- Entities start walking immediately on provisional path while full path computes in background

Architecture:
  FixedUpdate: prepare_paths → update_wandering_targets → movement
  PostUpdate: poll_async_paths → splice_completed_async_paths

Priority: DF-like pathing (immediate movement) > performance > memory
2026-03-18 16:35:39 +00:00
popertots 81b70a661c Implement tiered pathfinding with thread-local scratchpads
- TIER0 (<10 tiles): Vec-based linear search, zero hash overhead
- TIER1 (10-30 tiles): FxHashMap scratchpad with memory reuse
- TIER2 (30-100 tiles): AHashMap scratchpad for better collision resistance
- TIER3 (>100 tiles): Chunk waypoint decomposition
- Added benchmarking infrastructure with F8 report trigger
- Added async infrastructure: PendingPath, CompletedPaths resources
- Lowered MAX_NODES to 5000 to prevent runaway searches

Benchmarks show P50 improved 13%, max improved 53%
2026-03-18 14:37:15 +00:00
popertots 49972b9b64 better config for benchmarks 2026-03-18 11:21:40 +00:00
popertots aeef78eca2 Fix tiled patching 2026-03-18 09:22:47 +00:00
popertots 4ef68c4e04 migratetion to 0.18.0 2026-02-16 00:02:00 +00:00
popertots feed403495 Update bevy version, implement bevy_rand 2025-09-07 20:05:00 +01:00
popertots 7e52d6e1bd fix zoom, rework chunkmap events 2025-05-29 16:22:02 +01:00
popertots e8d3f1bafb prep bench 2025-05-27 23:28:25 +01:00
popertots 950f02c2e1 rework pathfinding, game entity fog rendering, and tilemap usage 2025-05-27 23:10:54 +01:00
popertots e2ccd0cead Log (wip), parallelisation 2025-05-11 22:58:25 +01:00
popertots b7261ae847 bevy 0.16 migration 2025-05-02 19:27:23 +01:00
popertots 9f264f230e revert to non-benchmark 2025-05-02 18:20:32 +01:00
StephenAdamson 4089851734 benchmark 2025-02-06 21:32:30 +00:00
StephenAdamson 7b8142afd2 0.15.1, fps 2025-01-16 21:35:04 +00:00
StephenAdamson 80afd547e5 Occlusion attempt 1 2024-12-17 19:44:54 +00:00
StephenAdamson bf3ddd0e74 attempt noise gen 2024-12-14 00:03:52 +00:00
StephenAdamson 7bab01ee74 Initial tile push with item cycle 2024-12-12 17:19:59 +00:00