Cache clip defs on sprites to avoid per-frame map lookups.
Crowd stress (128 sprites) showed Clip_Def string map_get as the top engine cost; cache on set_sprite_clip and use it in update/draw.
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@@ -1,9 +1,12 @@
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package main
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import "core:fmt"
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import eng "pkg:engine"
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// Many sprites sharing one Character_Data (Flyweight) — good batching demo.
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COUNT :: 24
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// Stress the draw budget: one Character_Data, MAX_SPRITES instances.
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COUNT :: eng.MAX_SPRITES
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COLS :: 16
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FRAME_LOG_EVERY :: 60
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main :: proc() {
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app: eng.App
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@@ -16,25 +19,45 @@ main :: proc() {
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sprites: [COUNT]eng.Sprite
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for i in 0 ..< COUNT {
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col := i % 8
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row := i / 8
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col := i % COLS
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row := i / COLS
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pos := eng.Vec2 {
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f32(120 + col * 80),
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f32(280 + row * 120),
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f32(40 + col * 48),
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f32(80 + row * 60),
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}
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clip := "idle" if (i % 2) == 0 else "walk"
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sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
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}
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// Look at the middle of the grid
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app.camera.position = {400, 400}
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last := eng.now_seconds()
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frame_i := 0
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sum_ms: f64
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peak_ms: f64
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for eng.events() {
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now := eng.now_seconds()
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dt := f32(now - last)
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last = now
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frame_ms := f64(dt) * 1000.0
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sum_ms += frame_ms
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if frame_ms > peak_ms do peak_ms = frame_ms
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frame_i += 1
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if frame_i % FRAME_LOG_EVERY == 0 {
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avg := sum_ms / f64(FRAME_LOG_EVERY)
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fps := 1000.0 / avg if avg > 0 else 0
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fmt.printfln(
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"crowd frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
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avg,
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fps,
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peak_ms,
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FRAME_LOG_EVERY,
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)
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sum_ms = 0
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peak_ms = 0
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}
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for &s in sprites {
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eng.update_sprite(&s, dt)
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