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Voxceleron Engine Development Tasks

Core Architecture Requirements

Immediate Priorities

  1. 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
  2. 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
  3. 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

Critical Features

  1. 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
  2. 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

New Tasks Identified

  1. 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
  2. Performance Monitoring

    • Add performance metrics collection
    • Implement mesh generation profiling
    • Create memory usage tracking
    • Add FPS monitoring and logging
    • Implement frame time analysis

Completed Features ✅

  1. 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

In Progress Features 🔄

  1. Mesh Generation

    • ✅ Basic greedy meshing algorithm
    • ✅ Compute pipeline setup
    • ✅ Buffer management system
    • ❌ Dynamic workgroup sizing
    • ❌ Mesh compression
    • ❌ Advanced optimizations
  2. Memory Management

    • ✅ Sub-allocation system
    • ✅ Buffer pooling
    • ✅ Persistent mapped buffers
    • ❌ Ring buffer streaming
    • ❌ Defragmentation
    • ❌ Memory budget tracking
  3. Rendering System

    • ✅ Frustum culling
    • ✅ Basic LOD system
    • ✅ Priority-based rendering
    • ❌ Occlusion culling
    • ❌ GPU-driven culling
    • ❌ Instanced rendering

Pending Features ⏳

  1. Camera Enhancements

    • Camera collision
    • Camera bounds
    • Camera shake effect
    • Smooth transitions
  2. Performance Features

    • Timeline semaphores
    • Pipeline barriers optimization
    • Async transfer queue
    • Pipeline cache
    • Async compute
  3. Chunk System

    • Hierarchical management
    • Dynamic loading/unloading
    • Compression
    • Pre-fetching system

Technical Specifications

Chunk System

  • Base chunk size: 16x16x16 voxels
  • LOD levels: 8 (supporting up to 64k render distance)
  • Streaming distance: Up to 4096 chunks

Memory Budget

  • Target maximum memory usage: 8GB
  • Per-chunk budget: Based on distance and LOD level
  • Compression ratio targets: 10:1 for distant chunks

Performance Targets

  • Minimum 60 FPS at 16k render distance
  • Target 30 FPS at 64k render distance
  • Maximum frame time: 16.6ms

Build and Test Notes

  • Build frequency: After each major feature implementation
  • Test requirements:
    1. Run basic scene rendering
    2. Verify camera controls
    3. Check memory usage
    4. Monitor FPS
  • Shader location: Copy all new/modified shaders to @shaders directory

Development Notes

  • 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

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Voxceleron Engine - Development Tasks

High Priority Tasks (Phase 1: Core Systems)

1. Mesh Generation System (BLOCKING)

  • 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

2. Memory Architecture (CRITICAL)

  • 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

3. LOD System Enhancement

  • 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

Frame Synchronization

  • ✅ 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

Camera System

  • ✅ 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

Input System

  • ✅ 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

World System

  • ✅ 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

Octree Implementation

  • ✅ 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

Mesh Generation

  • ❌ Complete compute pipeline setup
  • ❌ Implement mesh generation shaders
  • ❌ Add vertex and index buffer management
  • ❌ Implement efficient mesh updates
  • ❌ Add mesh caching system

Mesh Generation System Analysis

  • ❌ 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

Scaling Architecture (64k Render Distance)

  • ❌ 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

Renderer Architecture Optimizations

  • ❌ 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

Vulkan Implementation Optimizations

  • ❌ 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

Current Blockers (Updated Priority)

  1. ✅ Keyboard input system implemented
  2. ✅ World rendering implemented
  3. ❌ Mesh generation system missing
  4. ❌ Resource cleanup during recreation needs improvement
  5. ❌ Camera collision and bounds missing
  6. ❌ Memory optimization for 64k distances required
  7. ❌ Streaming system needed for distant chunks

Next Steps (Updated Priority Order)

  1. Implement mesh generation system
    • Set up compute pipeline
    • Create mesh generation shaders
    • Add buffer management
  2. Add camera collision and bounds
    • Implement collision detection
    • Add boundary constraints
    • Add smooth camera transitions
  3. Optimize rendering performance
    • Add occlusion culling
    • Implement instanced rendering
    • Add mesh batching
  4. Implement scaling architecture
    • Add compressed voxel format
    • Create streaming system
    • Implement memory optimizations
    • Add distance-based LOD
  5. Improve input system
    • Add configuration file loading
    • Add key rebinding UI
    • Add gamepad support

Notes

  • 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

Build Issues (Updated 2024-01-07)

Fixed Issues

  • ✅ InputSystem implementation
    • Added InputSystem.cpp to CMakeLists.txt
    • Fixed header dependencies
    • Fixed method signatures
    • Fixed forward declarations

Current Issues

  1. World class (High Priority)

    • Missing method implementation:
      • findMemoryType(uint32_t, uint32_t)
  2. WorldRenderer class (High Priority)

    • Missing implementation file (WorldRenderer.cpp)
    • Missing methods:
  • Constructor
  • Destructor
  • initialize(VkDevice, VkPhysicalDevice)
    • prepareFrame(Camera const&, World&)
  • recordCommands(VkCommandBuffer*)

Priority Order (Updated)

  1. Implement WorldRenderer class (BLOCKING)

    • Create WorldRenderer.cpp
    • Implement all missing methods
    • Fix linking errors
  2. Complete World class implementation

    • Implement memory management methods
    • Fix buffer creation functionality

Build Issues

Missing Implementations (RESOLVED)

  • InputSystem class (HIGH PRIORITY)

    • Implementation file (InputSystem.cpp) exists and is complete
    • All required methods are implemented
  • WorldRenderer class (HIGH PRIORITY)

    • Implementation file (WorldRenderer.cpp) exists and is complete
    • All required methods are implemented
  • World class (MEDIUM PRIORITY)

    • Implementation file (World.cpp) exists and is complete
    • All required methods are implemented including findMemoryType

Development Tasks

Current Status

  • ✅ 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

Next Steps

1. Complete Voxel System Implementation (Priority: High)

  • 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

2. Compute Pipeline for Mesh Generation (Priority: Medium)

  • 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

3. Memory Management Optimization (Priority: Low)

  • 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

Long-term Goals

  • Achieve 64,000 voxel render distances
  • Support players of size 16x4x4 voxels
  • Handle 512 concurrent players on a single server

Notes

  • 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