perf(ship): share per-team accent material instead of allocating per ship

_apply_team_color() allocated a fresh StandardMaterial3D on every call, and
ran at least twice per ship (once from _ready at the default team, once from
the team setter when the game mode assigns the real team). Cache one
StandardMaterial3D per team in a static dict on Ship and reuse it across
every ship on that team.
This commit is contained in:
Josh Creek
2026-08-04 17:53:15 +01:00
parent 0603452264
commit 7b086fbd8f
2 changed files with 21 additions and 9 deletions
+21 -8
View File
@@ -38,6 +38,26 @@ var team: int = 0:
team = value
_apply_team_color()
# Shared per-team accent material, built once per team and reused by every
# ship — avoids allocating a fresh StandardMaterial3D from both _ready and
# the team setter (previously ran at least twice per ship).
static var _team_materials: Dictionary = {} # team:int -> StandardMaterial3D
static func _get_team_material(team: int) -> StandardMaterial3D:
if _team_materials.has(team):
return _team_materials[team]
var color: Color = TEAM_COLORS.get(team, TEAM_COLORS[0])
var accent := StandardMaterial3D.new()
accent.albedo_color = color
accent.metallic = 0.3
accent.roughness = 0.5
accent.emission_enabled = true
accent.emission = color
accent.emission_energy_multiplier = 0.35
_team_materials[team] = accent
return accent
var controller: ShipController
var _current_action: ShipAction = ShipAction.new()
var _boundary: ArenaBoundary
@@ -93,14 +113,7 @@ func _ready():
func _apply_team_color() -> void:
if not is_inside_tree():
return
var color: Color = TEAM_COLORS.get(team, TEAM_COLORS[0])
var accent := StandardMaterial3D.new()
accent.albedo_color = color
accent.metallic = 0.3
accent.roughness = 0.5
accent.emission_enabled = true
accent.emission = color
accent.emission_energy_multiplier = 0.35
var accent := _get_team_material(team)
for mesh_name in ["Nose", "TailFin"]:
var mesh := get_node_or_null(mesh_name) as MeshInstance3D
if mesh:
-1
View File
@@ -25,7 +25,6 @@ Bugs found in an adversarial review. None are gameplay- or physics-affecting, so
## Performance
- [ ] Shared per-team materials instead of `Ship._apply_team_color()` allocating a fresh `StandardMaterial3D` and assigning it as `material_override` (and running at least twice per ship — once from `_ready`, once from the `team` setter). Removes the allocation and lets same-team ships batch.
- [ ] Merge the four non-tinted ship meshes (Hull/Canopy/EngineGlowL/R) into one — 6 draw calls per ship down to 3. Irrelevant at 1v1; 36 calls before VFX at 3v3.
- [ ] Name collision layers in `project.godot` and assign them — nothing configures `collision_layer`/`collision_mask` today, so every body tests against every other.
- [ ] Measure `nebula_dust.gdshader`'s per-fragment depth-texture sample across 500 large soft billboards before adding more particle work.