terainia/web
Maximus Gorog bb006839cc Runtime perf: cheap fog, sky overdraw kill, fewer cloud octaves, in-game FPS HUD
The features added in Rounds A–D were correct but expensive. The hot
path per frame was sky_color() called from apply_fog for EVERY distant
pixel — 4-octave cloud fbm + star hash + sun/moon disc per fragment,
hundreds of thousands of pixels per frame. Profile-driven cuts that
keep all features but stop paying for them in the wrong places:

1. apply_fog now mixes terrain toward sky_dome (cheap gradient) not
   sky_color (gradient + clouds + sun + moon + stars). Distant terrain
   still fades to the right-direction sky color at every time of day;
   the per-pixel cost drops by ~80%. Full sky_color still runs for
   the SKY BACKGROUND pass where it's actually paid for.

2. Sky pipeline draws AFTER terrain with depth_compare = LessEqual.
   The full-screen sky was previously written first then over-painted
   by terrain — sky's expensive fragment shader ran on every screen
   pixel. Now it only runs on pixels with no terrain in front of them
   (depth = 1.0 cleared), which on most views is 30–60% of the screen
   instead of 100%.

3. fbm2 reduced from 4 → 3 octaves. Negligible visual change at the
   scales we sample, ~25% cheaper per cloud-pixel.

4. Cloud branch skips entirely when day_strength < 0.05 (full night).
   Clouds invisible at night anyway, fbm + smoothstep + mix skipped.

5. In-game FPS HUD (top-right corner):
   - Telemetry struct gains frame_dt_ms (EMA-smoothed in app.rs
     with coefficient 0.85 so the number is readable, not flickery).
   - wasm bridge: get_frame_dt_ms().
   - main.js setupFpsHud() polls it at 5Hz, color-coded:
       green ≤ 18ms (≥55fps), amber 18-33ms, red beyond.
   - Reads what THE GAME measures, not the browser's
     requestAnimationFrame which gets throttled to 1 Hz on
     unfocused windows.

No features removed. God rays, FXAA, ACES tonemap, bounce baking,
specular materials, leaf translucency — all still there. Tests:
63 passing. Wasm release clean.
2026-05-24 15:44:14 -06:00
..
.eslintrc.json pre-alpha 0.0.1 — initial multiplayer voxel sandbox 2026-05-22 23:33:47 -06:00
index.html Runtime perf: cheap fog, sky overdraw kill, fewer cloud octaves, in-game FPS HUD 2026-05-24 15:44:14 -06:00
main.js Runtime perf: cheap fog, sky overdraw kill, fewer cloud octaves, in-game FPS HUD 2026-05-24 15:44:14 -06:00