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@@ -1,59 +1,58 @@
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name: 🔁 Weekly Branch Promotions
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name: 🔁 Branch Promotions
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on:
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schedule:
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- cron: "0 6 * * 1"
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- cron: "0 6 * * 1,4" # Lundi et Jeudi à 6h UTC (design → develop)
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- cron: "0 6 * * 1" # Lundi à 6h UTC (develop → main)
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workflow_dispatch:
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inputs:
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promotion:
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description: "Which promotion to run"
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required: true
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type: choice
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options:
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- design-to-develop
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- develop-to-main
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- both
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permissions:
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contents: read
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pull-requests: write
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concurrency:
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group: weekly-branch-promotions
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group: branch-promotions
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cancel-in-progress: false
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jobs:
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open-promotion-pr:
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name: Open ${{ matrix.head }} → ${{ matrix.base }}
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design-to-develop:
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name: Open design → develop
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runs-on: ubuntu-latest
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strategy:
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fail-fast: false
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matrix:
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include:
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- head: develop
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base: design
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title: "chore: merge develop into design"
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- head: design
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base: main
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title: "chore: merge design into main"
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if: |
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(github.event_name == 'schedule') ||
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(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'design-to-develop' || github.event.inputs.promotion == 'both'))
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steps:
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- name: ⬇️ Checkout
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uses: actions/checkout@v6
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uses: actions/checkout@v4
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with:
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fetch-depth: 0
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- name: 🔁 Open promotion PR
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env:
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GH_TOKEN: ${{ github.token }}
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BASE_BRANCH: ${{ matrix.base }}
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HEAD_BRANCH: ${{ matrix.head }}
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PR_TITLE: ${{ matrix.title }}
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run: |
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set -euo pipefail
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git fetch origin "$BASE_BRANCH" "$HEAD_BRANCH"
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git fetch origin develop design
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if git merge-base --is-ancestor "origin/$HEAD_BRANCH" "origin/$BASE_BRANCH"; then
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echo "No promotion needed: $BASE_BRANCH already contains $HEAD_BRANCH."
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if git merge-base --is-ancestor origin/design origin/develop; then
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echo "No promotion needed: develop already contains design."
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exit 0
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fi
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existing_pr="$(gh pr list \
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--state open \
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--base "$BASE_BRANCH" \
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--head "$GITHUB_REPOSITORY_OWNER:$HEAD_BRANCH" \
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--base develop \
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--head "$GITHUB_REPOSITORY_OWNER:design" \
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--json number \
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--jq '.[0].number // empty')"
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@@ -63,7 +62,50 @@ jobs:
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fi
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gh pr create \
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--base "$BASE_BRANCH" \
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--head "$HEAD_BRANCH" \
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--title "$PR_TITLE" \
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--body "Automated weekly promotion PR from \`$HEAD_BRANCH\` to \`$BASE_BRANCH\`."
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--base develop \
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--head design \
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--title "chore: merge design into develop" \
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--body "Automated promotion PR from \`design\` to \`develop\`."
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develop-to-main:
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name: Open develop → main
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runs-on: ubuntu-latest
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if: |
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(github.event_name == 'schedule' && github.event.schedule == '0 6 * * 1') ||
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(github.event_name == 'workflow_dispatch' && (github.event.inputs.promotion == 'develop-to-main' || github.event.inputs.promotion == 'both'))
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steps:
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- name: ⬇️ Checkout
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uses: actions/checkout@v4
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with:
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fetch-depth: 0
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- name: 🔁 Open promotion PR
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env:
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GH_TOKEN: ${{ github.token }}
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run: |
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set -euo pipefail
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git fetch origin main develop
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if git merge-base --is-ancestor origin/develop origin/main; then
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echo "No promotion needed: main already contains develop."
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exit 0
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fi
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existing_pr="$(gh pr list \
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--state open \
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--base main \
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--head "$GITHUB_REPOSITORY_OWNER:develop" \
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--json number \
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--jq '.[0].number // empty')"
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if [ -n "$existing_pr" ]; then
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echo "Promotion PR already open: #$existing_pr."
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exit 0
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fi
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gh pr create \
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--base main \
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--head develop \
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--title "chore: merge develop into main" \
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--body "Automated weekly promotion PR from \`develop\` to \`main\`."
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@@ -143,6 +143,7 @@ WS ws://localhost:8000/ws
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| `docs/technical/hand-tracking.md` | Webcam, backend/browser MediaPipe, glove, and gesture flow |
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| `docs/technical/zustand.md` | Game, settings, and subtitle stores |
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| `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals |
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| `docs/technical/map-performance.md` | Map draw-call bottlenecks and optimization notes |
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| `docs/technical/editor.md` | Editor implementation details |
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| `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components |
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| `docs/user/features.md` | Implemented feature inventory |
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@@ -0,0 +1,51 @@
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# Map Performance Notes
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This document tracks the current map-rendering performance pass.
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## Current Runtime Path
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- `public/map.json` is the source of map transforms.
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- `src/world/GameMap.tsx` renders regular visual map nodes.
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- `src/world/vegetation/VegetationSystem.tsx` already instances dense vegetation.
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- `src/world/map-instancing/MapInstancingSystem.tsx` instances selected repeated static map assets.
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- `src/world/GameMapCollision.tsx` keeps terrain collision separate for the player octree.
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## Main Bottlenecks Found
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The most important signal is draw calls, not only triangle count.
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| Model | Instances | Meshes / primitives | Notes |
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| ---------------- | --------: | ------------------: | ---------------------------------------------------------------- |
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| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
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| `lafabrik` | 4 | 56 | Moderate draw calls, heavy 2048 texture set. |
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| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
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| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
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`generateur` is especially expensive because three visible instances can multiply thousands of primitives into thousands of draw calls. Instancing reduces repeated instance cost, but the source asset still needs a cleaner export.
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## Current Code-Side Optimization
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Repeated static assets are configured in:
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```txt
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src/world/map-instancing/mapInstancingConfig.ts
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```
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Those names are excluded from the regular `GameMap` clone path, then rendered by `MapInstancingSystem` with `THREE.InstancedMesh`.
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This keeps the existing map authoring format while reducing repeated draw calls for selected assets.
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## Asset-Side Follow-Up
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Design/export should prioritize:
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1. Merge `generateur` meshes from 3152 primitives to a small number of material groups.
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2. Reduce `lafabrik` texture count and downscale flat/low-detail maps.
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3. Merge `ecole` primitives because it uses a single material.
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4. Prefer runtime `.glb` or compressed runtime textures when the pipeline supports it.
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## Safety Rules
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- Do not instance `terrain` for player collision without validating `Octree.fromGraphNode` support.
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- Do not replace repair-game models with optimized map models unless repair node names are preserved.
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- Dispose only GPU resources created locally. Do not dispose textures or geometries owned by `useGLTF`'s cache.
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+1
-1
@@ -7,7 +7,7 @@ import tseslint from "typescript-eslint";
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import { defineConfig, globalIgnores } from "eslint/config";
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export default defineConfig([
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globalIgnores(["dist"]),
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globalIgnores(["dist", "POC-grass"]),
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{
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files: ["**/*.{ts,tsx}"],
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extends: [
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Reference in New Issue
Block a user