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perf: constexpr reciprocals, cache redundant lookups, consolidate texture maps
- Hoist DBC field index lookups before loops in game_handler (7 DBC iteration loops) - Cache getSkybox()/getPosition() calls instead of redundant per-frame queries - Merge textureHasAlphaByPtr_ + textureColorKeyBlackByPtr_ into single map - Add constexpr for DEG_TO_RAD, reciprocal constants, physics delta - Add reserve() for WMO/M2 collision grid queries and portal BFS - Frustum plane normalize: inversesqrt instead of length+divide - M2 particle emission: inversesqrt for direction normalization - Parse creature display IDs from query response - UI: show spell names/IDs as fallback instead of "Unknown"
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9 changed files with 153 additions and 104 deletions
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@ -18,6 +18,8 @@ namespace rendering {
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namespace {
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constexpr float kMaxPhysicsDelta = 1.0f / 30.0f;
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std::optional<float> selectReachableFloor(const std::optional<float>& terrainH,
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const std::optional<float>& wmoH,
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float refZ,
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@ -157,7 +159,7 @@ void CameraController::update(float deltaTime) {
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return;
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}
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// Keep physics integration stable during render hitches to avoid floor tunneling.
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const float physicsDeltaTime = std::min(deltaTime, 1.0f / 30.0f);
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const float physicsDeltaTime = std::min(deltaTime, kMaxPhysicsDelta);
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// During taxi flights, skip movement logic but keep camera orbit/zoom controls.
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if (externalFollow_) {
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