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performanceSomething's slower than it should beSomething's slower than it should be
Description
To compute the set of chunks/entities that need to be rendered, we traverse the portion of the graph overlapping with a sphere around the viewpoint. This is empirically a major CPU time sink. Available optimizations include:
- Avoid redundant per-frame traversals
- Skip portions of the graph outside the view frustum
- Precompute node-to-node transform matrices and edges to traverse using a secondary graph. See also remaining work in Optimize chunk transform streaming #55.
See also #73 for refactoring of related code.
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performanceSomething's slower than it should beSomething's slower than it should be