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3 changes: 3 additions & 0 deletions .jules/bolt.md
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## 2024-07-28 - Fast voxel access with chunk caching and bitwise operations
**Learning:** In highly localized tight loops (like chunk meshing or frequent voxel collision checks in games like Shardfall), repeating dictionary lookups (`Map.get`) for chunk boundaries is extremely expensive. Profiling shows that caching the `_lastChunk` used during voxel lookups skips almost all `Map.get` calls because consecutive queries are nearly always within the same chunk. Combining this with replacing `Math.floor(x / 16)` and remainder operations with fast bitwise shifts (`x >> 4`) and masks (`x & 15`) dramatically reduces overhead for the fundamental `getBlock`/`setBlock` bottleneck in JS voxel engines.
**Action:** When optimizing tight voxel or grid lookup loops (especially millions of times per frame in a browser), cache the last-accessed spatial bucket to avoid map lookups, and ensure grid access logic is implemented purely via inline bitwise arithmetic.
12 changes: 8 additions & 4 deletions shardfall-v12.html
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Expand Up @@ -785,18 +785,22 @@ <h3 style="color:var(--gold);margin:0 0 2px;" id="sheetname"></h3>
if(!c){ c=genChunk(cx,cz); world.chunks.set(k,c); }
return c;
}
// ⚡ Bolt: Cache last chunk & use bitwise ops for fast voxel access (reduces map lookups)
let _lastChunk=null;
function getBlock(x,y,z){
if(y<0) return B.BEDROCK; if(y>=WH) return B.AIR;
x=Math.floor(x); y=Math.floor(y); z=Math.floor(z);
const c=ensureChunk(Math.floor(x/CH),Math.floor(z/CH));
return c.blocks[cidx(x-c.cx*CH,y,z-c.cz*CH)];
const cx=x>>4, cz=z>>4;
let c=_lastChunk;
if(!c||c.cx!==cx||c.cz!==cz){ c=ensureChunk(cx,cz); _lastChunk=c; }
return c.blocks[(((x&15)<<4)|(z&15))<<7|y];
}
const solidAt=(x,y,z)=>BLOCKS[getBlock(x,y,z)].solid;
function setBlock(x,y,z,id,noSave,noFluidReaction){
if(y<1||y>=WH) return;
x=Math.floor(x); y=Math.floor(y); z=Math.floor(z);
const cx=Math.floor(x/CH), cz=Math.floor(z/CH);
const c=ensureChunk(cx,cz), lx=x-cx*CH, lz=z-cz*CH;
const cx=x>>4, cz=z>>4;
const c=ensureChunk(cx,cz), lx=x&15, lz=z&15;
const posKey=bkey(x,y,z), ci=cidx(lx,y,lz);
const oldId=c.blocks[ci], oldLevel=world.water.get(posKey)??8;
c.blocks[ci]=id;
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