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4 changes: 4 additions & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ add_executable(Blocks src/main_blocks.cpp)
add_executable(Parachutes src/main_parachutes.cpp)
add_executable(Tests tests/test_math_physics.cpp)
add_executable(Benchmark bench/benchmark.cpp)
add_executable(BroadphaseBench bench/broadphase_bench.cpp)
add_executable(ControlDemo src/main_control_demo.cpp)

# The renderer's row-sharing loop uses std::thread.
Expand All @@ -19,6 +20,7 @@ target_link_libraries(Blocks PRIVATE Threads::Threads)
target_link_libraries(Parachutes PRIVATE Threads::Threads)
target_link_libraries(Tests PRIVATE Threads::Threads)
target_link_libraries(Benchmark PRIVATE Threads::Threads)
target_link_libraries(BroadphaseBench PRIVATE Threads::Threads)
target_link_libraries(ControlDemo PRIVATE Threads::Threads)

# SDL2 linking removed for now to fix build errors; uncomment when UI is enabled
Expand All @@ -38,12 +40,14 @@ if(MSVC)
target_compile_options(Parachutes PRIVATE /W4 /O2)
target_compile_options(Tests PRIVATE /W4 /O2)
target_compile_options(Benchmark PRIVATE /W4 /O2)
target_compile_options(BroadphaseBench PRIVATE /W4 /O2)
target_compile_options(ControlDemo PRIVATE /W4 /O2)
else()
target_compile_options(GameEngine PRIVATE -Wall -Wextra -O2)
target_compile_options(Blocks PRIVATE -Wall -Wextra -O2)
target_compile_options(Parachutes PRIVATE -Wall -Wextra -O2)
target_compile_options(Tests PRIVATE -Wall -Wextra -O2)
target_compile_options(Benchmark PRIVATE -Wall -Wextra -O2)
target_compile_options(BroadphaseBench PRIVATE -Wall -Wextra -O2)
target_compile_options(ControlDemo PRIVATE -Wall -Wextra -O2)
endif()
6 changes: 6 additions & 0 deletions PROGRESS.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
# Progress

2026-07-22: Wired `BroadphaseBench` into CMakeLists.txt (built but not a
target since the spatial-hash commit), and replaced the README's stale
"O(n^2) broad phase" limitation with the actual spatial-hash numbers measured
on this machine: 0.34x at 100 bodies, 1.50x at 1,000, 22.33x at 10,000.
24 changes: 22 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -178,6 +178,25 @@ ray counter on every ray; that single contended cache line cost roughly half
the achievable scaling, and the counter is now thread-local and folded in
once per worker.

**Broad phase: O(n^2) all-pairs loop vs. spatial hash**

```sh
./build/BroadphaseBench
```

| Bodies | O(n^2) | Spatial hash | Speedup |
|---|---|---|---|
| 100 | 0.050 ms | 0.146 ms | 0.34x |
| 1,000 | 2.991 ms | 1.990 ms | 1.50x |
| 10,000 | 300.220 ms | 13.444 ms | 22.33x |

The all-pairs loop is genuinely faster below roughly 300 bodies, where the
hashing overhead exceeds the pairs it saves; `BroadphaseBench` bisects for the
exact crossover each run rather than quoting one body count as universal. It
also asserts the hash's candidate set is a superset of every colliding pair
the exhaustive loop finds before reporting any timing, since a broad phase
that drops a pair is a tunnelling bug no speedup is worth.

## Known limitations

The control loop itself is real and tested, but nothing here reads a real
Expand Down Expand Up @@ -210,8 +229,9 @@ split from any input source:

Collision treats every body as a sphere, so blocks resolve against their
bounding sphere rather than their faces and will not come to rest on a corner
realistically. The broad phase is an O(n^2) pair loop, which is fine for the
tens of bodies these demos use.
realistically. The broad phase is a uniform spatial hash (`src/physics/BroadPhase.h`);
below roughly 300 bodies the plain O(n^2) loop it replaced is still faster,
since the demos here only ever run tens of bodies at once.

The BVH is rebuilt from scratch each frame in the animated demos rather than
refitted, regardless of which split heuristic is selected.
Expand Down