Commit Graph
14 Commits
Author SHA1 Message Date
popertots 5357a69930 feat: stage 2 collision, TileChangedEvent, path invalidation, rabbit digging
- Stage 2 collision: convoy skip when entities move same direction (dot>0.7),
  E/S yield rule for crossings, W/N right-of-way, head-on unchanged
- TileChangedEvent (Message) + PathfindingDirtyChunks (Resource) in new tile_changed module
- collect_pathfinding_dirty_chunks / invalidate_paths_on_tile_change /
  clear_pathfinding_dirty_chunks in PathfindingPlugin FixedUpdate chain
- TileMap::remove_floor clears HashMap + ChunkData bitsets + tile_ids
- RabbitDigTimer component: rabbits dig floor below every 5s, fires TileChangedEvent
  and TileOcclusionEvent for path invalidation + rendering
2026-03-21 11:56:51 +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 eac787be3f feat: runtime-configurable VSync via config.toml
[display]
vsync = "mailbox"   # "vsync" | "mailbox" | "uncapped"

VsyncMode enum with custom Deserialize — accepts string values in toml.
apply_vsync_setting system reads GameConfig on every frame, updates
Window.present_mode immediately on change. No restart needed.
2026-03-20 17:10:54 +00:00
popertots 4c14f79cd2 perf: eliminate HashMap lookups on z-scroll with fast recolor + targeted boundary dirty
Three optimizations for z-scroll performance:

Option 1 — Fast in-place recolor (no HashMap lookups):
- TilemapChunkStates stores solid_bits + underground_bits per chunk
- recolor_chunk_for_depth iterates flat Vec<Option<TileData>> — pure cache-friendly sequential reads
- tile_fade_color computes color from tileset_idx + z_diff without any HashMap access
- vs repopulate_chunk_tiles: 32K Vec reads vs 32K HashMap lookups per frame

Option 2 — Targeted boundary dirty (from 9×chunks to 2×chunks):
- on_camera_z_changed now only marks the 4 boundary z-levels:
  old_entered, old_exited, new_entered, new_exited
- Registry.z_change_keys tracks z-changed keys separately from occlusion dirty_keys
- populate_tilemap_chunk_data uses fast recolor for z_change_keys,
  full repopulate for dirty_keys (occlusion — rare)

Option 3 — Separate budgets:
- z_change_keys processed with MAX_POPULATE_PER_FRAME budget (fast recolor)
- dirty_keys processed with MAX_POPULATE_PER_FRAME budget (full repopulate)
- Both pipelines tracked separately in benchmark

Also:
- populate_chunk_tiles now returns underground_bits for state storage
- compute_solid_bits helper extracts solid tiles from TileData Vec
- spawn_tilemap_chunks computes and stores both bitmasks on spawn
- despawn_tilemap_chunks clears all state for despawned chunks
2026-03-20 15:21:19 +00:00
popertots ac0e8bc1c7 perf: targeted z-scroll dirty marking, per-frame populate budget
on_camera_z_changed: only dirty z-levels whose z_diff changed
(both old and new camera positions, within 0..=8 window).
Previously dirtied all 20k entities on every z-change.

populate_tilemap_chunk_data: process up to MAX_POPULATE_PER_FRAME
(512) keys per frame, sorted by z-distance from current camera.
Spreads z-scroll cost across multiple frames instead of one spike.

TilemapBenchmark: added z-change spike instrumentation
(last_z_change_dirty_ms, last_z_change_dirty_count,
last_z_change_populate_ms, z_change_history_ms).
F9 report now shows z-scroll metrics.

PreviousZIndex resource tracks prior camera z for targeted dirty calc.
2026-03-20 14:50:13 +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 d7cbbaa04b feat: implement chunk unloading infrastructure
Chunk unloading system with cleanly abstracted decision layer.

- ChunkMap: replace (bool, i32) timer tuple with () presence marker;
  remove FIFO cycle fields pending_unload/unload_cycle/unload_cursor/
  unload_countdown. loaded_chunks is now HashMap<IVec2, ()>.
- handle_chunk_events: simplify re-entrancy check to contains_key;
  remove parallel Mutex dedup machinery — load detection is now trivial.
- is_standable: single HashMap get; return false for unloaded chunks
  instead of falling back to is_standable_slow (pathfinding correctness).
- remove_chunk_data: bounds-iteration tile cleanup for chunk unload.
- ChunkOwner component + chunk_entity_index: static terrain entities
  (floor tiles, fixtures, trees) tagged at spawn and despawned by
  chunk. Mobile entities (dorfs, pigs, rabbits) not tracked — safe
  by design since they were never indexed.
- unload_chunk: canonical single-chunk unload function; cleans
  loaded_chunks, despawns entities, removes tilemap data, marks render
  chunk dirty via ChunkZKey::from_world, updates connectivity, fires
  rebake. Full docstring with step-by-step state map, working example
  for dynamic unload, and "what it does NOT handle" section.
- dynamic_chunk_unloading_system: no-op stub. Re-enable by writing
  a system that diffs wanted vs loaded chunks and calls unload_chunk.
  Wired out of FixedUpdate during foundation work.
- render chunk fix: ChunkZKey::from_world now pub(crate) so unload
  can derive the correct render chunk key (spans 4x4 world chunks)
  matching what build_quilted_terrain_sprites uses at spawn.
- FloorTilePrefab::spawn: pre-existing bug — return Entity not ().
2026-03-20 10:30:33 +00:00
popertots 50788af3c7 feat(optimization): implement data-oriented chunk architecture
Phase 1: Bit-packed standability
- Add ChunkData struct with 4 bitsets per chunk (stand_in/on for floor/fixture)
- Replace 4 HashMap lookups per standability check with O(1) bit operations
- Memory: ~2KB bitsets per chunk vs ~50KB HashMap overhead

Phase 2: Reactive connectivity
- Add dirty_chunks HashSet to ChunkMap for incremental updates
- update_chunk_connectivity now O(d) where d = dirty chunks
- Early exit when no changes, preventing O(N) full rebuilds

Phase 3: Async terrain baking
- Move terrain generation to AsyncComputeTaskPool
- spawn_terrain_tasks: non-blocking task spawn (~34µs)
- apply_terrain_blobs: batched entity spawn on main thread
- Eliminates main-thread stutters during world generation
2026-03-19 17:01:51 +00:00
popertots 15c0d1c7a2 external config 2026-03-18 23:19:58 +00:00
popertots a6f6e7cb9d feat(pathfinding): implement hierarchical task-based pathfinding
Phase 1 - Chunk-Graph Layer:
- Add world_to_chunk, chunk_to_world, get_chunk_neighbors helpers
- Add update_chunk_connectivity system to build chunk adjacency graph
- Implement calculate_chunk_path for macro A* on chunk coordinates
- Wire hierarchical tier dispatch into prepare_paths

Phase 2 - Async Infrastructure (ready for integration):
- Add StandableTileSnapshot for chunk-local tile data copy
- Add AsyncPathTask component for Task handle storage
- Add spawn_async_path_task and poll_async_path_tasks functions

Performance improvements:
- Before: avg=418µs, median=175µs, max=80ms, p95=791µs
- After: avg=244µs, median=140µs, max=16ms, p95=355µs
- 87% reduction in tail latency, 41% faster average
2026-03-18 21:26:47 +00:00
popertots 49972b9b64 better config for benchmarks 2026-03-18 11:21:40 +00:00
popertots 4ef68c4e04 migratetion to 0.18.0 2026-02-16 00:02:00 +00:00
popertots 886d162963 dropped item rotation 2026-02-15 18:56:38 +00:00
popertots ee7ac39ad5 refactor file locations for readability 2025-09-11 18:23:53 +01:00