--- 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 ```javascript 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 | Pieces | Distribution | Use | |--------|-------------|-----| | <1,000 | Any | Array | | 1-5k | Uniform | SpatialHashGrid | | 1-5k | Clustered | Octree | | 5k+ | Any | ChunkManager + Octree per chunk |