# lofivor - build roadmap survivor-like optimized for weak hardware. finding the performance ceiling first, then building the game. ## phase 1: sandbox stress test - [x] create sandbox.zig (separate from existing game code) - [x] entity struct (x, y, vx, vy, color) - [x] flat array storage for entities - [x] spawn entities at random screen edges - [x] update loop: move toward center, respawn on arrival - [x] render: filled circles (4px radius, cyan) - [x] metrics overlay (entity count, frame time, update time, render time) - [x] controls: +/- 100, shift +/- 1000, space pause, r reset ## phase 2: find the ceiling - [x] test on i5-6500T / HD 530 @ 1280x1024 - [x] record entity count where 60fps breaks - [x] identify bottleneck (CPU update vs GPU render) - [x] document findings findings (AMD Radeon test): - 60fps breaks at ~5000 entities - render-bound: update stays <1ms even at 30k entities, render time dominates - individual drawCircle calls are the bottleneck ## phase 3: optimization experiments based on phase 2 results: - [x] batch rendering via texture blitting (10x improvement) - [x] ~~if cpu-bound: SIMD, struct-of-arrays, multithreading~~ (not needed) - [x] re-test after each change findings: - texture blitting: pre-render circle to texture, drawTexture() per entity - baseline: 60fps @ ~5k entities - optimized: 60fps @ ~50k entities, 30fps @ 100k entities - see journal.txt for detailed benchmarks ## phase 4: add collision - [ ] spatial partitioning (grid or quadtree) - [ ] projectile-to-enemy collision - [ ] measure new ceiling with collision enabled ## phase 5: game loop - [ ] player entity (keyboard controlled) - [ ] enemy spawning waves - [ ] player attacks / projectiles - [ ] enemy death on hit - [ ] basic game feel ## future - [ ] different enemy types - [ ] player upgrades - [ ] actual game design (after we know the constraints)