When we have 1k entities the viewer starts slowing down due to a score of places where we do store lookups for each entity each frame.
Some of these store lookups is due to scene ingestion: every entity is checked against every archetype ("is this a point? is this a mesh? is this an arrow?"). This O(N*K) complexity needs to be solved.
Furthermore, these queries are taking up way too much time, they could be a lot faster.
We also need a good example/test of this to work from.
When we have 1k entities the viewer starts slowing down due to a score of places where we do store lookups for each entity each frame.
Some of these store lookups is due to scene ingestion: every entity is checked against every archetype ("is this a point? is this a mesh? is this an arrow?"). This
O(N*K)complexity needs to be solved.Furthermore, these queries are taking up way too much time, they could be a lot faster.
We also need a good example/test of this to work from.