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Add dynamic memory-based asset caching and aggressive loading
- Add MemoryMonitor class for dynamic cache sizing based on available RAM - Increase terrain load radius to 8 tiles (17x17 grid, 289 tiles) - Scale worker threads to 75% of logical cores (no cap) - Increase cache budget to 80% of available RAM, max file size to 50% - Increase M2 render distance: 1200 units during taxi, 800 when >2000 instances - Fix camera positioning during taxi flights (external follow mode) - Add 2-second landing cooldown to prevent re-entering taxi mode on lag - Update interval reduced to 33ms for faster streaming responsiveness Optimized for high-memory systems while scaling gracefully to lower-end hardware. Cache and render distances now fully utilize available VRAM on minimum spec GPUs.
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12 changed files with 198 additions and 19 deletions
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@ -80,8 +80,51 @@ void CameraController::update(float deltaTime) {
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return;
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}
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// Skip all collision/movement logic during taxi flights (position controlled externally)
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// During taxi flights, skip input/movement logic but still position camera
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if (externalFollow_) {
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// Mouse look (right mouse button)
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if (rightMouseDown) {
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int mouseDX, mouseDY;
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SDL_GetRelativeMouseState(&mouseDX, &mouseDY);
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yaw -= mouseDX * mouseSensitivity;
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pitch -= mouseDY * mouseSensitivity;
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pitch = glm::clamp(pitch, -89.0f, 89.0f);
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camera->setRotation(yaw, pitch);
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}
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// Position camera behind character during taxi
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if (thirdPerson && followTarget) {
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glm::vec3 targetPos = *followTarget;
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glm::vec3 forward3D = camera->getForward();
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// Pivot point at upper chest/neck
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float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
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glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
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// Camera direction from yaw/pitch
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glm::vec3 camDir = -forward3D;
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// Use current distance
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float actualDist = std::min(currentDistance, collisionDistance);
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// Compute camera position
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glm::vec3 actualCam;
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if (actualDist < MIN_DISTANCE + 0.1f) {
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actualCam = pivot + forward3D * 0.1f;
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} else {
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actualCam = pivot + camDir * actualDist;
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}
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// Smooth camera position
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if (glm::length(smoothedCamPos) < 0.01f) {
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smoothedCamPos = actualCam;
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}
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float camLerp = 1.0f - std::exp(-CAM_SMOOTH_SPEED * deltaTime);
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smoothedCamPos += (actualCam - smoothedCamPos) * camLerp;
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camera->setPosition(smoothedCamPos);
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}
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return;
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}
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