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Change check_visibility to use thread-local queues instead of a chann…
…el (bevyengine#4663) # Objective Further speed up visibility checking by removing the main sources of contention for the system. ## Solution - ~~Make `ComputedVisibility` a resource wrapping a `FixedBitset`.~~ - ~~Remove `ComputedVisibility` as a component.~~ ~~This adds a one-bit overhead to every entity in the app world. For a game with 100,000 entities, this is 12.5KB of memory. This is still small enough to fit entirely in most L1 caches. Also removes the need for a per-Entity change detection tick. This reduces the memory footprint of ComputedVisibility 72x.~~ ~~The decreased memory usage and less fragmented memory locality should provide significant performance benefits.~~ ~~Clearing visible entities should be significantly faster than before:~~ - ~~Setting one `u32` to 0 clears 32 entities per cycle.~~ - ~~No archetype fragmentation to contend with.~~ - ~~Change detection is applied to the resource, so there is no per-Entity update tick requirement.~~ ~~The side benefit of this design is that it removes one more "computed component" from userspace. Though accessing the values within it are now less ergonomic.~~ This PR changes `crossbeam_channel` in `check_visibility` to use a `Local<ThreadLocal<Cell<Vec<Entity>>>` to mark down visible entities instead. Co-Authored-By: TheRawMeatball <therawmeatball@gmail.com> Co-Authored-By: Aevyrie <aevyrie@gmail.com>
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