| name | performance-at-scale |
| description | Spatial indexing and world streaming for Three.js building games with thousands of pieces. Use when optimizing building games, implementing spatial queries, chunk loading, or profiling performance. Includes spatial hash grids, octrees, chunk managers, and benchmarking tools. |
Performance at Scale
Spatial indexing and world streaming for large-scale building systems.
Quick Start
import { SpatialHashGrid } from './scripts/spatial-hash-grid.js';
import { Octree } from './scripts/octree.js';
// Uniform distribution - use hash grid
const grid = new SpatialHashGrid(10);
grid.insert(piece, piece.position);
const nearby = grid.queryRadius(position, 15);
// Clustered bases - use octree
const octree = new Octree(bounds, { maxDepth: 8 });
octree.insert(piece);
const inBox = octree.queryBox(min, max);
Reference
See references/performance-at-scale.md for detailed guidance on:
- Spatial partitioning selection (when to use grid vs octree)
- Chunk loading strategies
- Instancing and LOD
- Memory management
Scripts
scripts/spatial-hash-grid.js- O(1) queries for uniform distributionscripts/octree.js- Adaptive queries for clustered objectsscripts/chunk-manager.js- World streaming for large mapsscripts/performance-profiler.js- Benchmarking utilities
Selection Guide
| Pieces | Distribution | Use |
|---|---|---|
| <1,000 | Any | Array |
| 1-5k | Uniform | SpatialHashGrid |
| 1-5k | Clustered | Octree |
| 5k+ | Any | ChunkManager + Octree per chunk |