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Verbatim/benchmark_results.json
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Emil 24b6d0320f feat: multi-layer world — temperature, gas, pressure, light as parallel per-chunk arrays
- Removed temp from Cell (13→9 bytes), added temps/pressure/gas_type/gas_density/light arrays to Chunk
- Layer access via grid.get_temp()/set_temp()/get_gas()/set_gas()/get_pressure()/set_pressure()/get_light()/set_light()
- cells_swap swaps all layers, set_material sets default_temp
- heat_transfer refactored to direct array access on temps[] (no Cell copy)
- CA rules refactored: cell.temp → grid.get_temp()/set_temp()
- gas_step: gas flow (rise, spread), fire produces CO2+smoke, steam condenses to water, acid+organic→poison gas
- pressure_step: pressure equalization for connected non-solid cells
- light_step: world-space persistent lighting, updated every 10 ticks, ray-cast line-of-sight
- Gas damage: poison gas damages entities, CO2 suffocates, applied before ca.step()
- Multi-section chunk serialization (VWM1 magic + cells + temps + gas + pressure + light)
- Old 12-byte chunk format auto-detected for backward compat
- AI spectrum: new gas + pressure spectrums, light spectrum uses world-space fallback
- Protocol: gas/pressure spectrum commands
- pre_dirty mechanism: layer steps process pre-clear dirty rects for cross-cell diffusion
- 14 new multilayer tests, all 185 tests + 14 scenarios pass
- Benchmark: 85.9 FPS (graphics surface, was 128 pre-layers — 33% regression from 4 new layer steps)
2026-06-21 23:38:33 +03:00

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JSON

{
"mode": "graphics",
"ticks": 300,
"total_time_ms": 3493.0,
"avg_fps": 85.9,
"avg_frame_time_ms": 11.62,
"p99_frame_time_ms": 31.15,
"min_frame_time_ms": 7.65,
"subsystems": {
"ca_step_avg_us": 4142,
"ca_step_p99_us": 20939,
"ca_step_min_us": 523,
"render_avg_us": 4335,
"render_p99_us": 6314,
"render_min_us": 3830
}
}