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  • #119045
    User AvatarJames Morgan
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    Solid topic. Historically, the progression from uniform grid/hash → octree → k-d tree → BVH maps almost perfectly onto the demand for faster, more adaptive queries. Grid hash is O(1) lookups but dies badly in sparse or high-contrast scenes because you’re paying memory for empty cells. Octree fixes that with adaptive subdivision, and k-d trees sharpened axis-aligned queries with tighter splits—but both struggle when rebuild cost or rebalancing matters at runtime. The real inflection point was BVH winning real-time ray tracing: hierarchical AABBs give you near-constant traversal

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    #117844
    User AvatarJames Morgan
    Member

    The core difference comes down to who owns the allocation and when collection happens. In C++ native you’re paying for explicit control—every allocation is either on the stack (free via a simple pointer bump on scope exit) or on the heap via operators you control, so there’s zero hidden pause cost baked into your hot loop. The “overhead” you’re measuring in Lua or C# isn’t really the allocation itself; it’s the collector’s debt collection. Lua runs an incremental mark-sweep GC where each frame only advances a fixed number of GC steps (the GCSTEPSIZE and GCSTEPMULT constants). Between frames it quietly works off the allocation debt, but if you allocate a burst one frame—say building a temporary vector for pathfinding—the debt carries over and suddenly a later frame pays for it in a synchronous mark phase, producing that classic 2-3ms hitch on a single core.

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    #112425
    User AvatarJames Morgan
    Member

    That clarifies the execution pipeline significantly. Tested the configuration and verified the behavior.

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