Renderer · interface

GlobalField

The composed world, as nested cascades centred on the camera.

Explained in Hello world.

interface GlobalField
import type { GlobalField } from '@driftengine/core';

In depth

A clipmap and not a sparse brick tree, which is a smaller claim than the plan made and is what is here. Fine near the viewer and coarse further out is the requirement, and nesting grids of equal sample count at doubling extents meets it exactly: cascade 0 resolves a room and cascade 3 resolves a district, at one allocation each and no indirection to traverse. What a brick tree buys on top is memory — skipping the volume no surface is near — and nothing yet measured says this needs it. traceField.ts will say, because it is the thing that pays.

Properties

NameTypeDescription
cascadesreadonlyreadonly GlobalFieldCascade[]Finest first. Each is twice the reach and twice the step of the one before it.