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Split out from the dungeon-generation investigation in #87, which has served its purpose: the dev viewer (#88) and the connectivity/floating-door fixes (#89, #91, #92 — both metrics to 0) landed. What is left from that proposal is performance and tuning work, tracked here as its own scope.
Profile generation cost per level across depth and seed; find the hot paths and edges.
Evaluate whether the bounding optimization is still carrying its weight now that connectivity is guaranteed by union-find (Guarantee level connectivity with union-find #89), or whether native xxh3 + the cleanup passes let us relax it.
Offer targeted optimizations where the profile justifies them.
Alternate generation algorithms raised in the #87 thread — BSP, lock-and-key progression, cellular-automata organic levels — are their own design exploration. File separately if we pursue them; this issue is profiling + tuning of the current generator.
Split out from the dungeon-generation investigation in #87, which has served its purpose: the dev viewer (#88) and the connectivity/floating-door fixes (#89, #91, #92 — both metrics to 0) landed. What is left from that proposal is performance and tuning work, tracked here as its own scope.
Scope
Performance (goal 3 in #87)
Tuning for game design (goal 4 in #87, feeds #40)
Not in scope here
Alternate generation algorithms raised in the #87 thread — BSP, lock-and-key progression, cellular-automata organic levels — are their own design exploration. File separately if we pursue them; this issue is profiling + tuning of the current generator.
Context