terainia/web
Maximus Gorog a01d5c1fa9 Quiet the debug-noise that was lagging the browser
You're right — the telemetry path itself was contributing to perceived
browser lag, not just the GPU work. Two specific sources removed:

render/mod.rs::rebuild_chunk:
  - Per-chunk log::info!("rebuild_chunk {coord}: {ms}ms ...") fired
    ~289 times during world init, plus on every edit. Chrome's console
    buffer accumulates these and DevTools recalcs on each new line.
    Removed entirely. The bench toggles + FPS HUD already give us the
    measurement signal; per-chunk timing was noise once verified.

web/main.js setupFpsHud:
  - Was a 5 Hz setInterval that did `el.textContent = ...` and two
    `classList.toggle` calls each tick (15 DOM writes/sec). Now:
      * Polls at 1 Hz (the EMA already smooths)
      * Only writes textContent when the displayed string actually
        changes (skip is the common case once stabilized)
      * Only writes class when the tier (green/warn/bad) crosses
        a threshold
    Same readout, ~15× fewer DOM writes.

web/main.js setupStatusLoop (HP bar):
  - Same dedupe pattern. 10 Hz polling, but DOM writes only when
    hp or alive changes from the last sample. Was firing 3 style
    writes per tick unconditionally; now zero in steady state.

No functionality changes — every telemetry getter, every bench
toggle, every test-harness export still works (just verified via
the 18-check functional contract suite).

Wasm release built; tests 63/63 pass.
2026-05-24 17:22:30 -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 Quiet the debug-noise that was lagging the browser 2026-05-24 17:22:30 -06:00