4.2 KiB
4.2 KiB
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 viarl.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
- set target entity count
- run for 30+ seconds
- record frame times (target: stable 16.7ms)
- note when 60fps breaks
- compare update_ms vs render_ms to identify bottleneck
see journal.txt for raw benchmark data.