Hacktoberfest 2026:メンテナが10月に向けて印を付けた、オープンで初心者向けの issue。 Hacktoberfest の issue を見る

Two-tier entity representation for bulk debris

オープン
#326 コメント 0 件 リアクション 0 件 担当者 0 名 GitHub で見る

メンテナーはふだん 1 日以内に返信

まだ誰も着手していません。

評価

難易度
5/5
見積もり時間
1週間以上
初心者へのやさしさ
12/100
issue の種類
機能追加
明瞭さ
おおむね明確
活発さ
活発
技術スタック
csharp

調査の方向性

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.

索引モデルが issue の本文から書いたものです。

説明

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)
主要言語
C#
スター
1
フォーク
1
平均マージ
1時間 57分
マージ済み PR(30日)
36

環境構築

はじめの一歩

  1. issue を最後まで読み、次にプロジェクトのコントリビューションガイドを読みます。
  2. 着手することを issue にコメントします — 二人が同じ作業をするのを防げます。
  3. リポジトリをフォークし、ブランチを切って変更します。
  4. issue 番号を参照したプルリクエストを送ります。

MASS4ORG/Turian のほかの issue

MASS4ORG/Turian の issue をすべて見る

似ている issue

C# の issue をもっと見る

新しい issue をメールで受け取る

初心者向けの GitHub issue を短くまとめたダイジェスト。