Stable radix sprite sort and render hot-path optimizations

SpriteBatcher now sorts with a stable LSD radix sort: equal-key sprites
keep submission order across frames (no flicker) and passes over digits
identical in all keys are skipped, making the common single-layer case
nearly free. Hot paths avoid per-sprite trig and square roots: SinCos is
skipped for unrotated sprites and the culling radius comes from the
region's precomputed diagonal.

Stress scene (100k entities, ~61k on screen, Release): 103 -> 124 FPS.
Sample now runs with VSync off to show real frame rates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-11 04:39:17 +03:00
co-authored by Claude Fable 5
parent 2b7d4c4fef
commit a3e6d3bb0a
9 changed files with 214 additions and 18 deletions
+1
View File
@@ -9,6 +9,7 @@ using var host = new GameHost(
Width = 1280,
Height = 720,
ClearColor = new Color(24, 26, 32),
VSync = false, // техдемо: показываем реальный FPS, не ограниченный частотой монитора
},
new MainScene());