Warcraft 3 OpenMW vision#6
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- LightInstance: add float[] cache and static generation counter so each light's packed 16-float GPU block is computed at most once per frame. LightInstance.advanceGeneration() is called once by W3xSceneWorldLightManager. Subsequent bind() calls within the same generation use FloatBuffer.put(float[]) bulk copy instead of re-evaluating all keyframe tracks. - W3xSceneWorldLightManager: replace shared lightDataCopyHeap with separate unitLightBuffer and terrainLightBuffer; fill both in a single loop over this.lights. Remove the clear()/reuse pattern that forced sequential uploads. - MdxComplexInstance.updateBoneTexture(): replace 16 absolute-indexed FloatBuffer.put(int,float) calls per bone with a single put(val,0,16) bulk copy + flip(). LibGDX Matrix4.val[M00..M33] are contiguous indices 0-15 so the data written is identical; JVM maps the bulk put to native memcpy. - FramePacingTracker: sort a copy of the ring buffer in report() to compute p95 and p99 percentile frame times alongside avg/max. Adds spike-detection warning when p99 > 3x avg. Zero per-frame overhead. - Add ObjectPool<T>: fixed-capacity stack-backed pool with acquire()/release() semantics and hitRate() diagnostic. Infrastructure for Phase D GC reduction. - Add SimulationBudgetTracker: ns-resolution tick timer with avg/max/overrun reporting every ~60 s. Ready to wire around CSimulation.step() in Phase D. Co-authored-by: awest813 <awest813@users.noreply.github.com>
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Implement Phase C performance improvements and update documentation to reflect the OpenMW-equivalent vision for Warcraft 3.