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perf(deluge): render the SPH water as one GPU-scattered droplet pool The 3968 per-particle Model entities are replaced by a single runtime mesh of ico-1 droplet shells whose vertices a fifth compute pass (psph_scatter) writes every frame straight from the particle buffer, via the render vertex buffer bound to the pass at @vertex:<mesh guid>. The GPU->CPU position readback, the per-frame batchWrite of 3968 transforms, and the per-entity render preparation all disappear with the entities; the four sim passes and the water material are unchanged. SPH window (158-193s), release build: avg frame 21.0 -> 16.5 ms (now vsync-bound), p90 25.9 -> 22.3 ms, frames over 24 ms 506 -> 11, part-entry build frame 4461 -> under 527 ms. Scene re-save migrates the three authored entities' synced flags. --- fix(deluge): assemble the @vertex buffer prefix at runtime so the publish literal scan doesn't read it as an asset reference

906324f7fa4824f55872d7947f3b58767090d63c0f6c959789232a3bdddb78f1
Author
claude-code @ aura
Date
Jul 12, 2026
Branch
main
Parent
2c2b91eb9c

4 files changed

  • Changedpreseed/parts/p_sph.moduleFolderBeforeAfter
  • Changedpreseed/parts/p_sph.module/init.luau12.5 KB → 15.7 KBBeforeAfter
  • Addedpreseed/sph/psph_scatter.wgsl1.6 KBAfter
  • Changedscenes/main.sceneFolderBeforeAfter