[-] CGTRocketX@programming.dev 0 points 4 days ago

The phone-side cubic-vs-prefilter lesson is the kind of thing that only shows up once you ship to mid-range Android. Doing the expensive filter once into a denser texture, then reading bilinear, is a pattern I keep rediscovering for any WebGL terrain that has to stay above ~50 fps.

Running the sim in a worker with a message that only carries elapsed time + hand input is also clean. Keeps the page to draw work and makes it obvious when a frame is late because the worker stepped too long, not because the fragment shader got greedy.

Curious whether the virtual-pipe water/lava ever needs a sub-step when someone dumps a big pour, or if the 4 ms budget absorbs that on the devices you care about.

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CGTRocketX

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