-
Chunk System Optimization
- Implement hierarchical chunk management (crucial for 64k render distance)
- Add dynamic chunk loading/unloading based on distance
- Create LOD system for distant chunks
- Implement chunk compression for memory optimization
- Add chunk streaming system for distant regions
- Create chunk pre-fetching system
- Implement distance-based chunk allocation
-
Memory Management
- Implement compressed voxel format
- Add hierarchical LOD compression
- Optimize memory pool block sizes
- Implement distance-based allocation
- Add memory budget management
- Create streaming memory allocator
- Implement defragmentation system
- Add memory pooling for similar-sized allocations
-
Rendering Pipeline
- [✓] Complete compute pipeline setup for mesh generation
- [✓] Implement mesh generation shaders with optimizations
- [✓] Add vertex/index buffer management
- Create efficient mesh update system
- Implement mesh caching
- Add occlusion culling
- Implement GPU-driven culling
- Add instanced rendering
- Create mesh batching system
-
LOD System
- [✓] Implement continuous LOD transitions
- Add view-dependent mesh simplification
- Create mesh decimation for distant chunks
- [✓] Add smooth LOD transitions
- Implement geometric error metrics
- Create LOD feedback system
-
Mesh Generation
- [✓] Implement greedy meshing algorithm
- [✓] Add dynamic workgroup sizing
- Create mesh atlas system
- Implement mesh data streaming
- [✓] Add buffer pooling mechanism
- [✓] Create persistent mapped buffers
- Add mesh compression
- Implement mesh caching with LRU eviction
- Create asynchronous mesh generation queue
-
Mesh Generation Optimizations
- Implement multi-threaded buffer management
- Add mesh data compression for distant chunks
- Create smart buffer pooling system
- Add frustum-based mesh culling
- Create precomputed visibility system
-
Performance Monitoring
- Add performance metrics collection
- Implement mesh generation profiling
- Create memory usage tracking
- Add FPS monitoring and logging
- Implement frame time analysis
- Core Systems
- Camera System
- ✅ Basic camera movement and controls
- ✅ Mouse look and WASD movement
- ✅ FOV control with mouse wheel
- Input System
- ✅ Key mapping and action system
- ✅ Binding configuration
- ✅ Continuous and press/release actions
- Vulkan Infrastructure
- ✅ Swap chain implementation
- ✅ Basic shader pipeline
- ✅ Buffer management
- Camera System
-
Mesh Generation
- ✅ Basic greedy meshing algorithm
- ✅ Compute pipeline setup
- ✅ Buffer management system
- ❌ Dynamic workgroup sizing
- ❌ Mesh compression
- ❌ Advanced optimizations
-
Memory Management
- ✅ Sub-allocation system
- ✅ Buffer pooling
- ✅ Persistent mapped buffers
- ❌ Ring buffer streaming
- ❌ Defragmentation
- ❌ Memory budget tracking
-
Rendering System
- ✅ Frustum culling
- ✅ Basic LOD system
- ✅ Priority-based rendering
- ❌ Occlusion culling
- ❌ GPU-driven culling
- ❌ Instanced rendering
-
Camera Enhancements
- Camera collision
- Camera bounds
- Camera shake effect
- Smooth transitions
-
Performance Features
- Timeline semaphores
- Pipeline barriers optimization
- Async transfer queue
- Pipeline cache
- Async compute
-
Chunk System
- Hierarchical management
- Dynamic loading/unloading
- Compression
- Pre-fetching system
- Base chunk size: 16x16x16 voxels
- LOD levels: 8 (supporting up to 64k render distance)
- Streaming distance: Up to 4096 chunks
- Target maximum memory usage: 8GB
- Per-chunk budget: Based on distance and LOD level
- Compression ratio targets: 10:1 for distant chunks
- Minimum 60 FPS at 16k render distance
- Target 30 FPS at 64k render distance
- Maximum frame time: 16.6ms
- Build frequency: After each major feature implementation
- Test requirements:
- Run basic scene rendering
- Verify camera controls
- Check memory usage
- Monitor FPS
- Shader location: Copy all new/modified shaders to @shaders directory
- Memory optimization is critical for 64k goal
- Streaming system essential for distant chunks
- Consider adding performance monitoring
- Add validation layers for debugging
- Keep old code commented out, don't delete
/* OLD CONTENT - KEPT FOR REFERENCE
- Implement compute shader-based mesh generation
- Create efficient workgroup size determination
- Implement greedy meshing algorithm
- Add face culling optimization
- Support multiple LOD levels
- Develop mesh buffer management
- Implement dynamic buffer allocation
- Add buffer pooling system
- Create mesh caching system
- Add mesh optimization features
- Implement vertex deduplication
- Add face merging for similar voxels
- Create mesh compression system
- Implement hierarchical memory system
- Create distance-based memory allocation
- Add compressed voxel format
- Implement memory pooling
- Develop streaming system
- Create chunk loading/unloading system
- Implement progressive loading
- Add prefetching mechanism
- Optimize memory usage
- Add memory defragmentation
- Implement buffer suballocation
- Create memory budget management
- Implement hierarchical LOD
- ✅ Swap Chain Issues
- ✅ Implemented swap chain recreation
- ✅ Added window resize event handling
- ❌ Need to add device lost recovery
- ✅ Added proper cleanup during recreation
- ✅ Swap Chain Issues
- ✅ Frame State Management
- ✅ Added frame state tracking (READY, RENDERING, etc.)
- ✅ Added proper fence signaling and waiting
- ✅ Added state validation
- ❌ Need to add timeout handling
- ❌ Resource Management
- ✅ Added proper cleanup during recreation
- ❌ Need to validate resource states
- ❌ Need to handle resource creation errors
- ✅ Created Camera class header (Camera.h)
- ✅ Implemented Camera class (Camera.cpp)
- ✅ Added camera movement and rotation functionality
- ✅ Integrated Camera with Engine class
- ✅ Camera Controls
- ✅ Added mouse look (right-click)
- ✅ Added WASD movement
- ✅ Added Space/Ctrl for up/down
- ✅ Added smooth movement
- ✅ Added FOV control with mouse wheel
- ❌ Need to add camera collision
- ❌ Need to add camera bounds
- ❌ Need to add camera shake effect
- ❌ Need to add camera transitions
- ✅ Created InputSystem class header (InputSystem.h)
- ✅ Implemented InputSystem class (InputSystem.cpp)
- ✅ Added key mapping system
- ✅ Added action system
- ✅ Added binding configuration
- ✅ Added continuous and press/release actions
- ✅ Added axis input support
- ✅ Added action callbacks
- ✅ Integrated with Engine class
- ❌ Need to add:
- ❌ Input configuration file loading
- ❌ Key rebinding UI
- ❌ Action combination support (e.g., Shift+W)
- ❌ Input recording/playback for testing
- ❌ Input state serialization
- ❌ Gamepad/controller support
- ✅ Fixed header/implementation mismatch in World.h
- ✅ Added findMemoryType function declaration
- ✅ World Rendering
- ✅ Created WorldRenderer class
- ✅ Implemented world-to-screen transformation
- ✅ Added frustum culling for visible chunks
- ✅ Added LOD system based on distance
- ✅ Added debug visualization
- ✅ Added node sorting by priority
- ✅ Added visibility optimization
- ❌ Need to add occlusion culling
- ❌ Need to add instanced rendering
- ❌ Need to add mesh batching
- ❌ Update World.cpp implementation for:
- ❌ initializeMeshGeneration
- ❌ cleanup
- ❌ setVoxel
- ❌ getVoxel
- ❌ findNode
- ✅ Added nodeData member to OctreeNode
- ✅ Added MAX_LEVEL constant
- ✅ Added root node management
- ✅ Added mesh data structures
- ✅ Added node optimization
- ✅ Added LOD system
- ✅ Implemented distance-based LOD
- ❌ Need to add smooth LOD transitions
- ❌ Need to optimize memory usage for different LOD levels
- ❌ Complete compute pipeline setup
- ❌ Implement mesh generation shaders
- ❌ Add vertex and index buffer management
- ❌ Implement efficient mesh updates
- ❌ Add mesh caching system
-
❌ Current Implementation Gaps
- ❌ Fixed 8x8x8 compute shader workgroup size needs optimization
- ❌ No mesh simplification for distant chunks
- ❌ Vertex/index buffer limits need dynamic scaling
- ❌ Missing instancing support for similar chunks
- ❌ No mesh LOD transitions
- ❌ Inefficient per-face vertex generation
- ❌ Single-threaded mesh buffer management
- ❌ Synchronous mesh generation pipeline
- ❌ No mesh data compression
- ❌ Limited buffer reuse strategy
- ❌ Basic descriptor set management
- ❌ Fixed chunk size constraints
-
❌ Technical Improvements Needed
- ❌ Implement hierarchical buffer manager for distant chunks
- ❌ Add mesh atlas system for geometry instancing
- ❌ Create mesh data streaming pipeline
- ❌ Implement multi-threaded buffer management
- ❌ Add mesh compression for distant chunks
- ❌ Create dynamic workgroup sizing system
- ❌ Implement mesh caching with LRU eviction
- ❌ Add asynchronous mesh generation queue
- ❌ Create smart buffer pooling system
- ❌ Implement mesh LOD transition system
- ❌ Add frustum-based mesh culling
- ❌ Create precomputed visibility system
-
❌ Required Improvements for 64k
- ❌ Implement dynamic workgroup sizing based on LOD
- ❌ Add mesh decimation for distant chunks
- ❌ Create hierarchical mesh caching
- ❌ Support geometry instancing
- ❌ Add smooth LOD transitions
- ❌ Implement greedy meshing algorithm
- ❌ Add vertex buffer streaming
- ❌ Create mesh atlas for similar chunks
-
❌ Performance Optimizations Needed
- ❌ Reduce vertex duplication
- ❌ Implement face merging
- ❌ Add mesh compression
- ❌ Create draw call batching
- ❌ Implement frustum-based mesh generation
- ❌ Add occlusion-based mesh culling
- ❌ Create mesh LOD streaming system
- ❌ Memory Optimization
- ❌ Implement compressed voxel format
- ❌ Add hierarchical LOD compression
- ❌ Optimize memory pool block sizes
- ❌ Implement distance-based allocation
- ❌ Add memory budget management
- ❌ Streaming System
- ❌ Create region-based chunk management
- ❌ Implement progressive loading
- ❌ Add distance-based streaming
- ❌ Create chunk pre-fetching system
- ❌ LOD Enhancements
- ❌ Implement hierarchical LOD system
- ❌ Add smooth LOD transitions
- ❌ Create distance-based mesh simplification
- ❌ Optimize far-distance rendering
- ❌ Rendering Optimizations
- ❌ Add geometry instancing
- ❌ Implement mesh batching
- ❌ Create distance-based render buckets
- ❌ Add GPU-driven culling
- ❌ Memory Management
- ❌ Implement chunk streaming allocator
- ❌ Add memory defragmentation
- ❌ Create cache hierarchy
- ❌ Optimize resource lifetime
-
❌ Visibility System
- ❌ Implement hierarchical frustum culling
- ❌ Add software occlusion culling
- ❌ Create view-dependent LOD selection
- ❌ Implement priority-based node rendering
- ❌ Add distance-based detail culling
- ❌ Create visibility buffer system
-
❌ Draw Call Optimization
- ❌ Implement indirect drawing
- ❌ Add GPU-driven culling
- ❌ Create dynamic instance buffers
- ❌ Implement mesh clustering
- ❌ Add draw call sorting
- ❌ Create batch compression
-
❌ LOD Management
- ❌ Implement continuous LOD transitions
- ❌ Add view-dependent mesh simplification
- ❌ Create LOD streaming system
- ❌ Implement geometric error metrics
- ❌ Add temporal coherence
- ❌ Create LOD feedback system
-
❌ Render Queue Management
- ❌ Implement priority-based queuing
- ❌ Add distance-based sorting
- ❌ Create material batching
- ❌ Implement state sorting
- ❌ Add dynamic batch sizing
- ❌ Create render bucket system
-
❌ Command Buffer Management
- ❌ Implement command buffer pooling
- ❌ Add secondary command buffer usage
- ❌ Create persistent command buffers
- ❌ Implement multi-threaded recording
- ❌ Add indirect drawing support
- ❌ Create dynamic command buffer sizing
-
❌ Memory Allocation Strategy
- ❌ Implement sub-allocation system
- ❌ Add buffer pooling mechanism
- ❌ Create persistent mapped buffers
- ❌ Implement ring buffer for streaming
- ❌ Add defragmentation support
- ❌ Create memory budget tracking
-
❌ Pipeline Optimizations
- ❌ Add pipeline derivatives
- ❌ Implement pipeline cache
- ❌ Create dynamic state usage
- ❌ Add specialized compute paths
- ❌ Implement async compute
- ❌ Create pipeline statistics
-
❌ Descriptor Management
- ❌ Implement descriptor indexing
- ❌ Add descriptor caching
- ❌ Create bindless system
- ❌ Implement update-after-bind
- ❌ Add descriptor buffer support
- ❌ Create dynamic descriptor pool
-
❌ Synchronization Improvements
- ❌ Implement timeline semaphores
- ❌ Add pipeline barriers optimization
- ❌ Create fence pooling
- ❌ Implement queue ownership
- ❌ Add async transfer queue
- ❌ Create event-based sync
- ✅ Keyboard input system implemented
- ✅ World rendering implemented
- ❌ Mesh generation system missing
- ❌ Resource cleanup during recreation needs improvement
- ❌ Camera collision and bounds missing
- ❌ Memory optimization for 64k distances required
- ❌ Streaming system needed for distant chunks
- Implement mesh generation system
- Set up compute pipeline
- Create mesh generation shaders
- Add buffer management
- Add camera collision and bounds
- Implement collision detection
- Add boundary constraints
- Add smooth camera transitions
- Optimize rendering performance
- Add occlusion culling
- Implement instanced rendering
- Add mesh batching
- Implement scaling architecture
- Add compressed voxel format
- Create streaming system
- Implement memory optimizations
- Add distance-based LOD
- Improve input system
- Add configuration file loading
- Add key rebinding UI
- Add gamepad support
- Build system is working correctly
- Engine initializes successfully
- First frame renders correctly
- Frame state tracking implemented
- Error handling framework in place
- Window event handling implemented
- Swap chain recreation working
- Mouse input and camera controls working
- Keyboard input and action system working
- World rendering system implemented
- Consider adding performance monitoring
- Consider adding validation layers for debugging
- Memory optimization critical for 64k goal
- Streaming system essential for distant chunks
- Current architecture needs significant scaling
- ✅ InputSystem implementation
- Added InputSystem.cpp to CMakeLists.txt
- Fixed header dependencies
- Fixed method signatures
- Fixed forward declarations
-
World class (High Priority)
- Missing method implementation:
findMemoryType(uint32_t, uint32_t)
- Missing method implementation:
-
WorldRenderer class (High Priority)
- Missing implementation file (WorldRenderer.cpp)
- Missing methods:
- Constructor
- Destructor
initialize(VkDevice, VkPhysicalDevice)
prepareFrame(Camera const&, World&)
recordCommands(VkCommandBuffer*)
-
Implement WorldRenderer class (BLOCKING)
- Create WorldRenderer.cpp
- Implement all missing methods
- Fix linking errors
-
Complete World class implementation
- Implement memory management methods
- Fix buffer creation functionality
-
InputSystem class (HIGH PRIORITY)Implementation file (InputSystem.cpp) exists and is completeAll required methods are implemented
-
WorldRenderer class (HIGH PRIORITY)Implementation file (WorldRenderer.cpp) exists and is completeAll required methods are implemented
-
World class (MEDIUM PRIORITY)Implementation file (World.cpp) exists and is completeAll required methods are implemented including findMemoryType
- ✅ Basic Vulkan infrastructure set up
- ✅ Triangle rendering with vertex buffers and color interpolation working
- ✅ Basic voxel type system implemented
- ✅ World management system with octree structure
- ✅ LOD system framework
-
Implement missing World.cpp functions:
-
generateMeshForNode
-
addCubeToMesh
-
createMeshBuffers
-
optimizeNodes
-
subdivideNode
-
-
Add chunk-based optimization:
- Implement chunk boundaries in the octree
- Add chunk loading/unloading based on distance
- Optimize memory usage for distant chunks
-
Implement mesh generation optimizations:
- Face culling for adjacent solid voxels
- Greedy meshing for large similar areas
- LOD transition smoothing
- Create compute shader for mesh generation:
- Set up compute pipeline in
World.cpp
- Implement marching cubes or similar in compute shader
- Add buffer management for voxel data
- Optimize for chunk updates
- Handle LOD transitions in compute
- Set up compute pipeline in
-
Enhance existing memory pool:
- Add defragmentation support
- Implement memory compaction for distant chunks
- Add streaming support for large worlds
-
Optimize buffer management:
- Implement buffer suballocation
- Add buffer pooling for similar-sized allocations
- Add support for sparse binding
- Achieve 64,000 voxel render distances
- Support players of size 16x4x4 voxels
- Handle 512 concurrent players on a single server
- We have a good foundation with the octree-based world system
- Focus on completing the mesh generation system first
- Need to optimize memory usage for large render distances
- Consider implementing a streaming system for distant chunks