Hacktoberfest 2026: le issue che i maintainer hanno segnato per ottobre, aperte e adatte ai principianti. Sfoglia le issue Hacktoberfest

Two-tier entity representation for bulk debris

Aperta
#326 0 commenti 0 reazioni 0 assegnatari Vedi su GitHub

I maintainer di solito rispondono entro 1 giorno

Nessuno ha ancora preso questa issue.

Valutazione

Difficoltà
5/5
Tempo stimato
Più di una settimana
Idoneità per principianti
12/100
Tipo di issue
Funzionalità
Chiarezza
Abbastanza chiara
Stato di attività
Attiva
Stack tecnologico
csharp

Direzione di ricerca

This is a design proposal, not a scoped edit: start by reading ADR-018's ownership table and the flat-soa-snapshot-pattern page on the mass4-wiki, then look at Example 12 and how Node/ModelComponent are wired to the physics front end. Line up with #325 (transform SoA) and #327 (instanced drawing), since the debris tier depends on both. Done means an approved debris API design plus measurements at 10k, 50k and 100k against the acceptance criteria, or a documented measured limit.

Scritto dal modello di indicizzazione a partire dal testo della issue.

Descrizione

c:engine p:low size:XL t:feature

Current State

Every simulated box in Example 12 is a full Node with a transform, a ModelComponent, a rigid body and a collider, plus the physics front end's own record. Per object, the engine pays for a scene-graph entry, components, serialization surface and pose copies in both directions every tick. At 10k this is the main per-frame and per-tick cost outside Bepu. At 100k, the object graph alone would dominate.

ADR-018's ownership table already allows simulation objects with no scene node and no Node/Component per object: they get stable, game-owned identifiers instead.

Proposal

  • Add a second tier for bulk debris: packed simulation bodies with stable IDs and no Node/Component, created and destroyed through a pool API.
  • Render them instanced from Bepu's pose buffers with zero-copy reads (no per-body pose copy into the scene).
  • Allow promotion and demotion between tiers (a debris body becomes a full Node when gameplay needs to interact with it) under explicit rules.
  • Use the shared vocabulary of the mass4-wiki page flat-soa-snapshot-pattern: stable index, identity map, compaction.

Tasks

  • Design the debris API (spawn, despawn, query, events, promotion) and its ownership under ADR-018.
  • Prototype Example 12 with debris-tier boxes; measure 10k, 50k and 100k for physics tick, render, memory and allocation.
  • Define how editor tooling, saves and networking see the debris tier (snapshotting, determinism, hashing).

Acceptance Criteria

  • 100k debris bodies run at 60 Hz in the exported game on the reference machine, or the measured limit and its cause are documented.
  • Per-body cost scales linearly and allocates nothing in steady state.
  • The Node tier is unchanged for game code that does not use debris.

Related

  • #64 (physics backend)
  • #325 (transform SoA, Tier 2) and #327 (instanced drawing)
  • #324 (never-sleeping pile)
  • MASS4ORG/Guinevere#120 (the same pattern for UI layout)
Lingua principale
C#
Stelle
1
Fork
1
Merge medio
1h 46m
PR unite (30g)
41

Preparare l'ambiente

Come iniziare

  1. Leggi tutta la issue e poi la guida ai contributi del progetto.
  2. Commenta sulla issue per dire che te ne occupi tu — evita che due persone facciano lo stesso lavoro.
  3. Fai un fork del repository e lavora su un branch.
  4. Apri una pull request che faccia riferimento al numero della issue.

Altre issue di MASS4ORG/Turian

Tutte le issue di MASS4ORG/Turian

Issue simili

Altre issue su C#

Ricevi le nuove issue nella tua casella

Un breve riepilogo di issue GitHub adatte ai principianti.