Commit Graph
4 Commits
Author SHA1 Message Date
Leonid PershinandClaude Fable 5 501d81e19f Fix engine-wide code review findings
CI / build-test (push) Failing after 1m7s
Collisions: init bucket heads to -1 (QueryAabb hung before the first
rebuild), reset query stamps on truncated QueryAabb (later queries
silently dropped entities), inside-origin raycasts hit at fraction 0 for
circles too, exactly-touching boxes now pair like touching circles.

Graphics: render into the letterbox viewport so the picture matches
ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the
transform pivot rather than the quad center; lock-free snapshot
LayerRegistry (parallel submit read it unsynchronized); validate
InitialCapacity; warn when UseRenderer2D drops options of a later scene.

Core: scenes are explicitly single-use (re-loading threw silently
duplicated systems/entities before — now it throws), Scene.RegisterUnload
for per-scene resources, a switch requested during the reveal phase
covers again instead of hard-swapping, borderless fullscreen
(HardwareModeSwitch off), InputCapture service for input-suppressing
overlays, host disposes the transition renderer and IDisposable services
on shutdown.

Input: game input reads as released while InputCapture is held; mouse
position and wheel freeze so deltas stay zero.

DevConsole: holds InputCapture while open (typing no longer drives the
camera), Revision increments only under the lock, quoted command
arguments, history capped at 256.

UI: scene Desktop skips Myra input processing while the console is open
(clicks no longer fall through), is disposed on scene unload, and Myra
init no longer depends on a process-static flag.

Audio: validate channel count/sample rate before stopping the previous
track, empty looped oggs no longer hang FillBuffers, the instance stops
when a non-looping track drains (IsPlaying was stuck true).

Atlases: metadata v2 stores per-source size+mtime snapshots, so
timestamp-preserving copies and renames invalidate correctly; loader
checks the version and disposes pages on partial load failure; shared
pages never exceed a non-POT MaxPageSize; oversized items pack first
onto exact-size pages instead of splitting an open shared page; the CLI
validates numeric options.

Assets.Generator: file names are escaped in XML docs and string
literals, members no longer collide with the enclosing class (CS0542),
and the Assets root is resolved against build_property.projectdir so
nested "Assets" directories do not shift region paths.

Pathfinding: queries throw when the grid was resized after construction;
generation stamps survive int overflow.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:18:08 +03:00
Leonid PershinandClaude Fable 5 e06f24a319 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>
2026-06-11 05:06:55 +03:00
Leonid PershinandClaude Fable 5 a3e6d3bb0a 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>
2026-06-11 04:39:17 +03:00
Leonid Pershin ff2231a8ab Update README.md to include project description, developer documentation links, and license information.
CI / build-test (push) Successful in 1m6s
2026-06-11 04:03:07 +03:00