# lofivor optimizations organized by performance goal. see journal.txt for detailed benchmarks. ## current ceiling - **100k entities @ 60fps** (AMD Radeon) - **50k entities @ 60fps** (i5-6500T integrated) - bottleneck: GPU-bound (update loop stays <1ms even at 100k) --- ## completed optimizations ### rendering pipeline (GPU) #### baseline: individual drawCircle - technique: `rl.drawCircle()` per entity - result: ~5k entities @ 60fps - problem: each call = separate GPU draw call #### optimization 1: texture blitting - technique: pre-render circle to 16x16 texture, `drawTexture()` per entity - result: ~50k entities @ 60fps - improvement: **10x** over baseline - why it works: raylib batches same-texture draws internally #### optimization 2: rlgl quad batching - technique: bypass `drawTexture()`, submit vertices directly via `rl.gl` - result: ~100k entities @ 60fps - improvement: **2x** over texture blitting, **20x** total - why it works: eliminates per-call overhead, vertices go straight to GPU buffer --- ## future optimizations ### milestone: push GPU ceiling higher these target the rendering bottleneck since update loop is already fast. | technique | description | expected gain | | ---------------------- | -------------------------------------------------------------------- | ------------- | | increase batch buffer | raylib default is 8192 vertices (2048 quads). larger = fewer flushes | moderate | | GPU instancing | single draw call for all entities, GPU handles transforms | significant | | compute shader updates | move entity positions to GPU entirely | significant | | OpenGL vs Vulkan | test raylib's Vulkan backend | unknown | #### rendering culling | technique | description | expected gain | | ------------------ | ---------------------------------------- | ---------------------- | | frustum culling | skip entities outside view | depends on game design | | LOD rendering | reduce detail for distant/small entities | moderate | | temporal rendering | update/render subset per frame | moderate | --- ### milestone: push CPU ceiling (when it becomes the bottleneck) currently not the bottleneck - update stays <1ms at 100k. these become relevant when adding game logic, AI, or collision. #### collision detection | technique | description | expected gain | | ------------------ | ----------------------------------------- | ---------------------- | | uniform grid | spatial hash, O(1) neighbor lookup | high for dense scenes | | quadtree | adaptive spatial partitioning | high for sparse scenes | | broad/narrow phase | cheap AABB check before precise collision | moderate | #### update loop | technique | description | expected gain | | ---------------- | ----------------------------------------------- | ------------------- | | SIMD (AVX2/SSE) | vectorized position/velocity math | 2-4x on update | | struct-of-arrays | cache-friendly memory layout for SIMD | enables better SIMD | | multithreading | thread pool for parallel entity updates | scales with cores | | fixed-point math | integer math, deterministic, potentially faster | minor-moderate | #### memory layout | technique | description | expected gain | | --------------------- | ------------------------------------- | --------------------------- | | cache-friendly layout | hot data together, cold data separate | reduces cache misses | | entity pools | pre-allocated, reusable entity slots | reduces allocation overhead | | component packing | minimize struct padding | better cache utilization | --- ## testing methodology 1. set target entity count 2. run for 30+ seconds 3. record frame times (target: stable 16.7ms) 4. note when 60fps breaks 5. compare update_ms vs render_ms to identify bottleneck see journal.txt for raw benchmark data.