acdream/docs/superpowers
Erik 36f7a601c4 docs(N.4) Task 15: mark Week 2 complete + Adjustment 3 (FPS regression cause)
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>
2026-05-08 14:33:19 +02:00
..
plans docs(N.4) Task 15: mark Week 2 complete + Adjustment 3 (FPS regression cause) 2026-05-08 14:33:19 +02:00
specs spec(N.4): rendering pipeline foundation design 2026-05-08 12:47:49 +02:00