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Performance optimizations and collision improvements
Performance:
- Remove expensive inverse() from all vertex shaders (terrain, WMO, M2, water, character)
- Add uniform location caching to avoid repeated glGetUniformLocation calls
- Add proper frustum culling for WMO groups using AABB intersection
- Add distance-based culling for WMO and M2 instances
- Add cleanup of unused M2/WMO models when tiles unload
Collision & Movement:
- Add M2 doodad collision detection (fences, boxes, etc.)
- Reduce character eye height (5.0 -> 1.8) and collision radius (2.5 -> 0.5)
- Enable WoW-style movement speed by default (14 units/sec run, 5 walk, 9 back)
- Fix emote grammar ("You waves." -> "You wave.")
Misc:
- Rename window title to "Wowee"
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16 changed files with 258 additions and 32 deletions
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@ -1,6 +1,7 @@
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#pragma once
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#include <string>
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#include <unordered_map>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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@ -25,6 +26,7 @@ public:
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void setUniform(const std::string& name, const glm::vec4& value);
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void setUniform(const std::string& name, const glm::mat3& value);
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void setUniform(const std::string& name, const glm::mat4& value);
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void setUniformMatrixArray(const std::string& name, const glm::mat4* matrices, int count);
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GLuint getProgram() const { return program; }
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@ -35,6 +37,9 @@ private:
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GLuint program = 0;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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// Cache uniform locations to avoid expensive glGetUniformLocation calls
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mutable std::unordered_map<std::string, GLint> uniformLocationCache;
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};
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} // namespace rendering
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