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fix: resolve WebGPU setIndexBuffer crash during gameplay#1063

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braedonsaunders merged 1 commit into
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claude/fix-threejs-render-dark-1mQfk
Jan 27, 2026
Merged

fix: resolve WebGPU setIndexBuffer crash during gameplay#1063
braedonsaunders merged 1 commit into
mainfrom
claude/fix-threejs-render-dark-1mQfk

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Multiple issues were causing the Three.js render to go dark after ~7 minutes of gameplay due to WebGPU failing to set index buffers.

Issue 1: Wrong disposal order (EnvironmentManager, WaterMesh)

  • Geometry was being disposed BEFORE meshes were removed from scene
  • WebGPU would try to render meshes with disposed geometry buffers
  • Fixed by removing from scene FIRST, then disposing resources

Issue 2: Projectile trail index buffers using plain arrays

  • BattleEffectsRenderer used plain number[] arrays for trail indices
  • WebGPU requires properly typed index buffers (Uint16Array)
  • Over time (7+ minutes of continuous projectiles), buffer lifecycle issues accumulated causing setIndexBuffer to receive invalid buffers
  • Fixed by using Uint16Array with THREE.BufferAttribute for indices

Files changed:

  • EnvironmentManager.ts: Reorder dispose() to remove from scene first
  • WaterMesh.ts: Reorder clear() to remove meshes before disposing
  • BattleEffectsRenderer.ts: Use Uint16Array for trail index buffers

https://claude.ai/code/session_01E36JDY27fQMf5EzB3KMZD4

Multiple issues were causing the Three.js render to go dark after ~7
minutes of gameplay due to WebGPU failing to set index buffers.

Issue 1: Wrong disposal order (EnvironmentManager, WaterMesh)
- Geometry was being disposed BEFORE meshes were removed from scene
- WebGPU would try to render meshes with disposed geometry buffers
- Fixed by removing from scene FIRST, then disposing resources

Issue 2: Projectile trail index buffers using plain arrays
- BattleEffectsRenderer used plain number[] arrays for trail indices
- WebGPU requires properly typed index buffers (Uint16Array)
- Over time (7+ minutes of continuous projectiles), buffer lifecycle
  issues accumulated causing setIndexBuffer to receive invalid buffers
- Fixed by using Uint16Array with THREE.BufferAttribute for indices

Files changed:
- EnvironmentManager.ts: Reorder dispose() to remove from scene first
- WaterMesh.ts: Reorder clear() to remove meshes before disposing
- BattleEffectsRenderer.ts: Use Uint16Array for trail index buffers

https://claude.ai/code/session_01E36JDY27fQMf5EzB3KMZD4
@braedonsaunders braedonsaunders merged commit 0fb96b3 into main Jan 27, 2026
@braedonsaunders braedonsaunders deleted the claude/fix-threejs-render-dark-1mQfk branch January 27, 2026 20:23
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2 participants