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To compute the set of chunks/entities that need to be rendered, we traverse the portion of the graph overlapping with a sphere around the viewpoint. This is empirically a major CPU time sink. Available optimizations include:
Avoid redundant per-frame traversals
Skip portions of the graph outside the view frustum
Precompute node-to-node transform matrices and edges to traverse using a secondary graph. See also remaining work in Optimize chunk transform streaming #55.
To compute the set of chunks/entities that need to be rendered, we traverse the portion of the graph overlapping with a sphere around the viewpoint. This is empirically a major CPU time sink. Available optimizations include:
See also #73 for refactoring of related code.
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