Update TODO.md for optimization only focus
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TODO.md
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TODO.md
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@ -48,22 +48,26 @@ further options (if needed):
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- GPU instancing (single draw call for all entities)
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- or just move on - 100k @ 60fps is a solid ceiling
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## phase 4: add collision
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## phase 4: spatial partitioning
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- [ ] spatial partitioning (grid or quadtree)
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- [ ] projectile-to-enemy collision
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- [ ] measure new ceiling with collision enabled
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- [ ] uniform grid collision
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- [ ] quadtree comparison
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- [ ] measure ceiling with n² collision checks enabled
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## phase 5: game loop
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## phase 5: rendering experiments
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- [ ] player entity (keyboard controlled)
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- [ ] enemy spawning waves
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- [ ] player attacks / projectiles
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- [ ] enemy death on hit
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- [ ] basic game feel
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- [ ] increase raylib batch buffer (currently 8192 vertices = 2048 quads)
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- [ ] GPU instancing (single draw call for all entities)
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- [ ] compute shader entity updates (if raylib supports)
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- [ ] compare OpenGL vs Vulkan backend
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## future
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## future optimization concepts
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- [ ] different enemy types
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- [ ] player upgrades
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- [ ] actual game design (after we know the constraints)
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- [ ] SIMD entity updates (AVX2/SSE)
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- [ ] struct-of-arrays vs array-of-structs benchmark
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- [ ] multithreaded update loop (thread pool)
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- [ ] cache-friendly memory layouts
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- [ ] LOD rendering (skip distant entities or reduce detail)
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- [ ] frustum culling (only render visible)
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- [ ] temporal techniques (update subset per frame)
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- [ ] fixed-point vs floating-point math
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