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| /* ====================================================================================== | |
| * VISGRID-3D — High-Performance Spatial Indexing Engine | |
| * ====================================================================================== | |
| * | |
| * DESCRIPTION: | |
| * Visgrid-3D is a specialized, embedded-grade spatial state engine designed for | |
| * high-velocity 3D environments (Drone Swarms, Satellite Constellations, and | |
| * Autonomous Robotics). It implements a "Linearized Implicit Octree" using | |
| * Z-Order curves (Morton Codes) backed by a memory-mapped B-Tree (LMDB). | |
| * |
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| #include <stdint.h> | |
| #include <stdalign.h> /* C11 alignas */ | |
| #include <immintrin.h> /* AVX2 intrinsics */ | |
| #include <float.h> | |
| /* -------------------------------------------------------------------------- | |
| * SYSTEM CONFIGURATION | |
| * -------------------------------------------------------------------------- */ | |
| #define BATCH_SIZE 8 | |
| #define MAX_ENTITIES 512 |
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| /* | |
| * VIRTUAL TREE FLATTENING ENGINE (LMDB-BACKED) | |
| * ============================================ | |
| * | |
| * A high-performance virtualization layer that transforms a hierarchical tree | |
| * stored in LMDB into a linear, flat list of visible rows suitable for UI rendering. | |
| * | |
| * DESIGN PHILOSOPHY: | |
| * This system is architected for "Infinite Scrolling" over massive datasets | |
| * (10M+ nodes) where latency must remain under 1ms (1000 FPS). It prioritizes |
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| /* ====================================================================================== | |
| * VISGRID — High-Performance Spatial Indexing Engine | |
| * ====================================================================================== | |
| * | |
| * DESCRIPTION: | |
| * Visgrid is a specialized, embedded-grade spatial database designed for highly | |
| * interactive node graphs, infinite canvas UI, and real-time 2D simulations. | |
| * It implements a "Linearized Implicit Quadtree" using Z-Order curves (Morton Codes) | |
| * backed by a memory-mapped B-Tree (LMDB). | |
| * |
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| // https://www.rfleury.com/p/multi-core-by-default | |
| // https://github.com/EpicGamesExt/raddebugger/blob/c738768e41153b8e598ef51aa57530cf71c19880/src/base/base_entry_point.c#L179 | |
| // https://github.com/EpicGamesExt/raddebugger/blob/master/src/radbin/radbin.c#L37 | |
| #include <pthread.h> | |
| #ifdef __linux__ | |
| #define _GNU_SOURCE // For pthread_setaffinity_np and sched.h extensions | |
| #include <sched.h> // For sched_param, SCHED_FIFO, sched_yield | |
| #include <sys/sysinfo.h> // For fallback cpu_cnt | |
| #endif |
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| #include <immintrin.h> // For AVX2 intrinsics | |
| #include <stdio.h> | |
| #include <float.h> // For FLT_MAX and FLT_MIN | |
| #include <string.h> // For memset | |
| #include <stdlib.h> // For exit | |
| #include <math.h> // For fmaxf, fminf | |
| #include <pthread.h> // For pthreads (example, assuming your pool uses similar mechanisms) | |
| #include <assert.h> | |
| #define EPSILON 1e-6f // Define a small epsilon to handle floating point inaccuracies |
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| // https://danglingpointers.com/post/spinlock-implementation/ | |
| void Lock(AtomicI32& _spinLock) | |
| { | |
| for (;;) | |
| { | |
| if (_spinLock.load_Acquire() == 0) | |
| { | |
| i32 expected = 0; | |
| i32 store = 1; | |
| if (_spinLock.compareExchange_Acquire(expected, store)) |
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| /* | |
| * A* Pathfinder optimized for 64x64 grids on ARM64 mobile SoCs. | |
| * | |
| * Features: | |
| * - Deterministic memory (Strict Indexed Priority Queue, no heap bloat). | |
| * - Cache-coherent SoA layout (Structure of Arrays) fitting ~50KB L1 Cache. | |
| * - Register-level map caching (loading rows into uint64_t registers). | |
| * - Fully NEON-accelerated initialization. | |
| * - Branchless heuristics and collision checking. | |
| * - Zero allocations (Context is reusable). |
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| /* | |
| * ----------------------------------------------------------------------------- | |
| * High-Performance Hard-Realtime Cloth Simulation (AVX2 Optimized) | |
| * ----------------------------------------------------------------------------- | |
| * DESCRIPTION: | |
| * This module implements a production-hardened CPU cloth | |
| * solver designed for AA/AAA open-world game. It utilizes | |
| * NvCloth cooking data (topology) but replaces the runtime with a highly | |
| * optimized, cache-aware, and predictable AVX2 implementation. | |
| * |
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| /* | |
| * ====================================================================================== | |
| * XPBD CHAIN SIMULATION LIBRARY | |
| * ====================================================================================== | |
| * OVERVIEW: | |
| * Physics simulation designed specifically for high-fidelity decorative chains | |
| * in AAA games (jewelry, hair braids, lantern holders, armor attachments). | |
| * It prioritizes visual stability, artistic control, and extreme CPU efficiency. | |
| * | |
| * ALGORITHM & ARCHITECTURE: |
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