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Cache world mesh + static VOB mesh to be calculated only once #117
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WARNING: I checked with glTF implementation, but it lacks features which we need to store and retrieve in parallel
Therefore I recommend we build the save+retrieve logic fine tuned to our needs on our own. We can still check their open source implementation for details: https://github.com/atteneder/glTFast |
Closing for now due to lack of performance gain and complexity increase on the named solution above. Alternatives and possible next steps are documented in here: #146 (comment) Feel free to create a new ticket with some proper solution based on the current investigations and dead ends. ;-) |
Background
Loading world.zen currently takes about two minutes (on a Quest2). Most of the time is consumed by calculating world mesh chunks and assigning the mesh (etc.) to the proper game objects.
Solution
We can store the created objects and its components in cache files. Either via plain YML/JSON/binary files or to something sophisticated like glT where we can Export/Import whole GOs+Components at runtime.
Tasks
Alter GameObject creation to not create Unity GameObjects, but store the neccessary data into lists and store them later (do not render data - save performance and unneccesary memory usage)--> Out-of-Scope: This would require a whole rewrite of VobManager and WorldCreator logic. Skipping for now.Links
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