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ecs new renderer #3334

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HexaField opened this issue Sep 18, 2021 · 2 comments
Closed

ecs new renderer #3334

HexaField opened this issue Sep 18, 2021 · 2 comments
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@HexaField
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it's inefficient to use the threejs scene hierarchy to render scene objects. we have all this data in our ECS, it just needs to be handled correctly with a custom renderer.

@HexaField
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It seems like the best approach to remain cache friendly, is to keep an array of entities sorted by depth, from parents to children, and then each update tick, iterate down the list to ensure the correct update order is adhered to.

The only concern here is by not storing entities contiguously in the order they are in the scene graph, we lose our cache efficiencies. The only alternative then would be to assign entity IDs based on scene depth.

@HexaField HexaField changed the title ECS Renderer for Threejs [EPIC]: ECS Renderer for Threejs Jun 4, 2022
@HexaField HexaField changed the title [EPIC]: ECS Renderer for Threejs [EPIC]: WebGPU ECS Renderer Aug 19, 2023
@HexaField HexaField changed the title [EPIC]: WebGPU ECS Renderer [Initiative]: WebGPU ECS Renderer Aug 19, 2023
@HexaField
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duplicate #5489

@mrhegemon mrhegemon added this to the WebGPU ECS Renderer milestone Aug 20, 2023
@HexaField HexaField changed the title [Initiative]: WebGPU ECS Renderer ecs new renderer Sep 16, 2023
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