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Performance at Scale

performance-at-scale

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.

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SKILL.md

Full skill instructions

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 distribution
  • scripts/​octree.js - Adaptive queries for clustered objects
  • scripts/​chunk-manager.js - World streaming for large maps
  • scripts/​performance-profiler.js - Benchmarking utilities

Selection Guide

PiecesDistributionUse
<1,000AnyArray
1-5kUniformSpatialHashGrid
1-5kClusteredOctree
5k+AnyChunkManager + Octree per chunk