Expand description
Runtime stage ids.
Constants§
- ACTIVE_
ROOM_ WINDOW - Active room/chunk window rebuilds, including residency and cache setup.
- BOX_
PROPS - Solid unbroken editor box props.
- BOX_
PROP_ DEBRIS - Persistent floor debris from broken editor box props.
- BOX_
PROP_ SHARDS - Transient break shards from editor box props.
- CAMERA
- Editor-playtest camera update.
- CD_
ROOM_ CHUNK_ LOAD - Synchronous read of one streamed room chunk from WORLD.PAK.
- CD_
STREAM_ BENCH - Editor-playtest CD streaming benchmark.
- CD_
STREAM_ STEADY - Steady-state portion of the editor-playtest CD streaming benchmark.
- CD_
WORLD_ PACK_ STREAM - Sequential read of the real cooked world package.
- CELL_
COLLECT - Inside ROOM_CELL_SELECT: unique vertex-index collection.
- CELL_
DEPTH - Inside ROOM_CELL_SELECT: per-cell view transform + frustum accept.
- CELL_
LOOKUP - Inside ROOM_CELL_SELECT: candidate -> cached cell index lookup.
- ENTITY_
MARKERS - Legacy entity debug marker rendering.
- EQUIPMENT
- Player-attached equipment / weapon rendering and hit-volume evaluation.
- FAR_
VISTA - Distant far-vista ring rendering.
- FRAME_
CLEAR - Framebuffer clear before scene rendering.
- GAME_
LOGIC - Phase-3 gameplay layer: entity state machines + logic event graph + effect dispatch, ticked at the top of the update band. Budgeted at 60k cycles per 30 fps frame in docs/game-runtime-plan.md (“Phase 3 budget”).
- IDS
- Every id declared in this module, in declaration order.
- IMAGE_
CARDS - Editor-authored image/card props, excluding box props.
- IMAGE_
PROPS - Editor-authored image/card prop rendering.
- MAX_ID
- The highest id declared here. Slot counts derive from it, so a new id past the old maximum cannot be dropped by a stale count.
- MODEL_
BOUNDS - Whole-model bounds tests for placed model instances.
- MODEL_
DRAW - Placed model draw calls after bounds culling.
- MODEL_
INSTANCES - Placed model-instance rendering.
- OT_
SUBMIT - Ordering-table DMA kick (CPU-side setup; excludes the GPU-draw wait).
- OT_WAIT
- Blocking wait for the ordering-table DMA walk to finish: the CPU-blocked-on-GPU portion of a submit, i.e. GPU draw + DMA cost.
- PLAYER
- Player model rendering.
- PLAYER_
BOUNDS - Whole-player bounds test.
- PLAYER_
DRAW - Player model draw call after bounds culling.
- PORTAL_
VISIBILITY - Portal traversal and visible-room selection.
- PRESENT
- Present/vblank wait and framebuffer swap.
- RENDER
- Whole
Scene::rendercall. - ROOM
- Grid-room surface rendering.
- ROOM_
CELL_ SELECT - Cached-room visible-cell lookup and vertex-index gathering.
- ROOM_
DEPTH_ PREP - Cached-room per-vertex depth/fog preparation.
- ROOM_
PROJECT - Cached-room GTE/CPU vertex projection.
- ROOM_
SURFACE_ CACHE - Runtime room surface-cache construction.
- ROOM_
SURFACE_ DRAW - Cached-room surface culling, lighting, packet build, and command enqueue.
- ROOM_
VISIBLE_ LIST - Cached-room visible-cell/PVS list lookup.
- SIM_
COLLISION - Player collision gather + motor solve (sim).
- SIM_
PUMP - Streamed-room sector pump (sim).
- SIM_
RESIDENCY - Streamed-room residency reconcile (sim).
- SIM_
ROOM_ TRACK - Current-room tracking + active-window refresh (sim).
- SIM_
SOLVE - Character motor solve (floor snap + wall sweep), excludes the gather.
- SKY
- Cooked sky/cyclorama backdrop rendering.
- TEXTURED_
MODEL_ FACES - Textured model face culling, packet build, and command enqueue.
- TEXTURED_
MODEL_ JOINTS - Textured model joint pose sampling and transform setup.
- TEXTURED_
MODEL_ PROJECT - Textured model vertex projection.
- UPDATE
- Per-frame gameplay/update work.
- UPDATE_
ACTOR - Pre-collision actor work in the fixed update: prop advances, interactables, lock-on, evade/anim input, attack break checks.
- UPDATE_
WINDOW - Always-on active-room window refresh at the fixed-update tail.
- VRAM_
UPLOAD - Texture/atlas upload work.
- WORLD_
FLUSH - Deferred world-command sort and OT insertion.