acdream/tests/AcDream.Core.Tests/Rendering
Erik 003443cd1a feat(A.5 T17): WbDrawDispatcher Change #1 — animated-walk fix + WalkEntities helper
Per Phase A.5 spec §4.6 Change #1: when an LB is invisible AND
animatedEntityIds is non-empty, the inner loop walked every entity
in the LB just to find the few animated ones. At ~10.7K entities
(N1=4) that is wasted iteration cost per frame.

Extracted a pure-CPU internal static WalkEntities helper. When LB
is invisible: iterate animatedEntityIds directly and look each up
in a per-LB AnimatedById dictionary (typically <50 animated vs
~10K total). When LB is visible: walk all entities as before.

GpuWorldState.LandblockEntries now yields an AnimatedById map as a
5th tuple field alongside the AABB tuple. Dictionary is built on
each yield (cheap — ~132 entities/LB max). A caching layer is out
of A.5 scope.

WbDrawDispatcher.Draw signature updated to consume the 5-tuple.
GameWindow.cs call site passes _worldState.LandblockEntries which
now yields the 5-tuple — no change needed there.

8 new tests in WbDrawDispatcherBucketingTests cover T17 Change #1
(invisible LB / animated set / neverCull / null frustum) and
T18 Change #2 guard tests (cached AABB / dirty flag / animated bypass).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:18:02 +02:00
..
Wb feat(A.5 T17): WbDrawDispatcher Change #1 — animated-walk fix + WalkEntities helper 2026-05-10 08:18:02 +02:00
ChaseCameraTests.cs feat(app): Phase B.2 — ChaseCamera (third-person follow camera) 2026-04-12 14:26:20 +02:00
FrustumCullerTests.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
TextureCacheBindlessTests.cs phase(N.5) Task 3: TextureCache bindless GetOrUpload + parallel cache 2026-05-08 19:53:10 +02:00