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Dungeon generation: performance profiling + tuning legibility #125

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@mparrett

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)

  • 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.

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.

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