Week 2 ships: LandblockSpawnAdapter routes atlas-tier GfxObjs to WB ref counts (Task 11/12), pending-spawn list integration verified (Task 14), WbMeshAdapter.Tick drains the pipeline queues per frame (added per Adjustment 3, fixes a real memory leak). Task 13 (memory budget verification) is deferred: stress-test revealed the FPS drop with flag-on isn't the queue leak we thought — it's the dual-pipeline cost (background workers + duplicate GL upload + duplicate I/O + legacy renderer still doing the same atlas work). The savings only materialize in Task 22 when the dispatcher short-circuits the legacy upload for atlas-tier content. Plan Adjustment 3 documents this; no fix needed before Week 4 since default-off is byte-identical to pre-N.4. Next: Task 16 (Week 3) — AnimatedEntityState + per-instance path. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> |
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| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||