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This repository has been archived by the owner on Aug 21, 2024. It is now read-only.
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.
The text was updated successfully, but these errors were encountered:
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
changed the title
ECS Renderer for Threejs
[EPIC]: ECS Renderer for Threejs
Jun 4, 2022
HexaField
changed the title
[EPIC]: ECS Renderer for Threejs
[EPIC]: WebGPU ECS Renderer
Aug 19, 2023
HexaField
changed the title
[EPIC]: WebGPU ECS Renderer
[Initiative]: WebGPU ECS Renderer
Aug 19, 2023
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.
The text was updated successfully, but these errors were encountered: