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3876945ef33fe1a2eb9c5e1f41733bb0ef048ab8
2 Commits
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3876945ef3 |
Track what cooked data was made from, and cook it as a step of its own
A baked heightfield was trusted for as long as its file was readable, and the logic container while the .scn was older than it: an edited include went unnoticed by both, and node keys leaned on file dates, so merely touching a file changed them. And cooking only ever happened as a side effect of starting a scenery. Every cooked artifact now has a manifest beside it - <scenario>.ehf.deps, <scenario>.logic.deps - listing each file it was made from with its size, modification time and a hash of its content (simulation/cookdeps). The parser records what it includes as it reads, so the list is exactly what the load read. An artifact is current when every listed file still has its content: size and time are the quick check, and when either differs the content is hashed, so a touched or copied file does not force a rebuild and an edited one always does. A file added to the scenery cannot be in a manifest; the files read are compared with it after the load, and a mismatch sends the terrain to be baked on the next start - the new file's nodes, whose keys are unknown, are drawn as geometry meanwhile - and the logic, cooked from the loaded state, is cooked at once. The terrain depends on what the scenario includes and not on the scenario file itself, which the launcher rewrites on every start; the logic depends on both, since events can be written in either, and costs milliseconds to cook again. With the manifest vouching for file content, a triangle node's key is its file, line, include parameters and placement, without the date. -cook loads a scenery, brings whatever is stale up to date, and quits: the step that prepares a scenery ahead of play. It closes the window directly, as there is no simulation to wind down; a quit command waited a minute in the queue for one. Baking on a first start stays as the fallback, and -nobaketerrain still turns it off. Tried on a copy of baltyk with a terrain include of its own: a fresh cook bakes and cooks everything, a second finds nothing to do, a touched file changes nothing, an edited include is caught by its hash and both artifacts are rebuilt, and a new include has the logic recooked at once and the terrain on the next run. A cooking run of baltyk takes 5.5 s with nothing stale and 10.7 s with everything to do. |
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2660d14565 |
Stream the scenery: a baked terrain heightfield, a logic container, and prefabs
Today's work on the binary scene format plan (binary-scene-format-plan.md), from the first measurement to a terrain that bakes itself on first run and streams from a thread. The step-by-step history is kept on backup/scene-streaming-format-presquash-0916. Measuring first. -loadprofile times a scenery load by stage and by node kind and reports node counts and resident memory. On l204 terrain is 95% of the bytes and 99.8% of the nodes; on quarkmce2007 vehicles, not models, dominate what is left. The terrain turned out to be a heightfield in all but name, a ribbon covering 12% of its bounding box. The heightfield. scene/heightfieldformat.h is the .ehf layout: Morton-ordered tiles of 128 samples with one shared edge sample, a point-sampled mip chain, zstd per tile, a nodata sentinel, a material palette with a measured tiling per material, and a stamp of the rules that decided what counted as terrain. scene/heightfieldreader.h reads it for the tool, the renderer and the loader alike, and scene/terraincooker.h writes it, shared by the terraincook tool and the engine so a first-run bake is the file the tool would have made. The cooker rasterises every triangle where it is drawn (through scene::place_in_world, the placement the region applies too), keeps an upper surface laid within half a metre over another and the lower of two further apart, and then asks each triangle whether the heightfield shows it: laid, reaching a sample, keeping nearly all it claimed, and with the ground around it drawn at every level out to 2 km. Baking on first run. simulation/terrainbake bakes <scenario>.ehf the first time a scenery is opened, choosing the grid step from the first 200,000 vertices, and on later loads leaves out the triangles its node table says the heightfield shows. Everything else - trees, grass tufts, gantries, bridge decks - is drawn as written, so a bad bake can at worst draw something twice, and the heightfield sits 2 cm under the triangles so the original wins there. Nodes are keyed by file, line, include parameters and placement; an edited file changes its keys and those nodes are drawn again. A bake under older rules, or without its table, is thrown away and redone. A launcher copy named $scenario shares the scenario's files. -nobaketerrain shows the triangles as written. A scenery can still name hand-cooked fields, several at different steps. Drawing and streaming. rendering/terrainclipmap draws resident tiles at the mip level their distance earns, deriving the grid from gl_VertexID and texturing in world space with the scenery's own materials. rendering/terraintileloader reads and decodes tiles on a thread of its own; the renderer rescans what is in range only after moving a quarter of a tile, asks for what is missing nearest first, uploads at most 32 tiles a frame, drops arrivals the camera has moved past, and keeps drawing a tile at the level it has until the right one arrives. The terrain has its own range, terrainrange in the ini and a slider in the debug panel, 20 km by default and independent of basedrawrange; the far plane of an ordinary view is pushed out to it. The debug panel shows the range, tiles in view, on the gpu, wanted and queued, and how many sit at each level. Events. The event queue moved out of the events into a binary heap with a deterministic tie-break, and an event is handed its activator instead of storing it, so basic_event is a definition and nothing else. The logic container. scene/logicformat.h and scene/logiccontainer write a scenery's events, their targets and sibling chains as flat, deterministic arrays with a schema hash that refuses a mismatched build. simulation/logiccook cooks it from the loaded state whenever it is missing, stale or unreadable, reads it straight back to check it, and resolves each target to a position in the registry its event kind searches. -cooklogic forces a cook, -verifylogic only checks. Nothing reads it at load yet. Prefabs. scene/prefab describes a signal by the aspects it can show - lights, speeds, animation channels, a sound - instead of pasting an .inc per variant, and expands an instance to ordinary scenery text. Tried on a light signal and a shape signal. Screenshots without a person present: -shot x,y,z[,yaw[,pitch]], -shotsettle, -shotstay. |