Emil
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22de8bc42e
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fix: wider surface terrain — lower noise frequencies for rolling hills
base freq 0.08→0.012 (~260 cell wide hills, was ~40)
detail freq 0.23→0.04 (~78 cell features, was ~14)
micro freq 0.57→0.11 (~28 cell ripples, was ~6)
amplitudes reduced: base ±20→±15, detail ±10→±7.5, micro ±5→±2.5
Result: wide rolling hills instead of narrow sharp peaks.
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2026-06-22 17:05:38 +03:00 |
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Emil
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357db17c2f
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feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS
- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4)
- GPU lighting: vertex-shader computed, light source list buffer (max 64)
instead of O(N×R²) grid scan, O(N×S) per cell
- Viewport-aware CA: iterate only active chunks, not all 250×250
- Flat array entity/item/shadow maps instead of HashMaps
- Flat 128-entry ASCII atlas array instead of HashMap lookup
- Partial grid upload: viewport + 30-cell margin only
- Pre-allocated viewport arrays in renderer structs (zero alloc/frame)
- Skip CPU lighting for GPU modes (pass None)
- Benchmark mode: --mode benchmark with per-subsystem timing
- GpuLightSource struct, light_count in push constants
- gather_sources_in_range() for viewport-scoped source gathering
Benchmark (600 ticks, release):
Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%)
ASCII: 402 FPS (was 313, +28%), render 1502us (was 2346us, -36%)
All 171 tests + 14 scenarios pass.
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2026-06-21 16:09:45 +03:00 |
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