Parallel rendering pipeline, ring vertex buffer, phase timings
Five optimizations measured on the 100k-entity stress scene (Release, vsync off): 103 FPS baseline -> 297 FPS. - Sprite submission and vertex building run on all cores above Renderer2DOptions.ParallelThreshold (default 8192). Work is sliced into 4096-entity segments: a Friflo chunk holds a whole archetype, so per-chunk parallelism degenerates to one thread. Segments merge in deterministic order, preserving radix sort stability. - Vertex buffer is ring-written with SetDataOptions.NoOverwrite (GPU buffer 2x frame size); Discard only on wrap-around. - Texture2DRegion precomputes UVs - four float divisions per sprite per frame removed. - Renderer2D exposes per-phase timings (submit/sort/build/upload/draw), shown in the sample HUD - all further optimization is data-driven. - Sample BounceSystem parallelized the same segmented way. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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- DevTools-модуль на ImGui.NET: инспектор сущностей, дебаг-панели
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- Бенчмарки BenchmarkDotNet для систем (сейчас производительность контролируется стресс-сценой)
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- Spatial hash для culling на очень больших мирах (если профилирование покажет необходимость)
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- Параллельная запись вершин (Parallel.For по чанкам), если упрёмся в CPU на ещё больших сценах
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