Commit Graph
3 Commits
Author SHA1 Message Date
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 11d4b6a8a0 fix 2026-03-20 15:57:24 +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