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⚡ Bolt: Zero-Allocation Matrix Batching#623

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ford442 merged 1 commit intomainfrom
bolt/zero-allocation-matrix-batching-16109553994302161375
Apr 11, 2026
Merged

⚡ Bolt: Zero-Allocation Matrix Batching#623
ford442 merged 1 commit intomainfrom
bolt/zero-allocation-matrix-batching-16109553994302161375

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@ford442 ford442 commented Apr 10, 2026

Bottleneck: Calling Object3D.updateMatrix() and mesh.setMatrixAt() inside update loops or batch generation code causes significant CPU overhead and garbage collection (GC) spikes because they instantiate intermediate objects and allocate arrays under the hood.

Fix: For all InstancedMesh batchers, construct Matrix4 locally using zero-allocation scratch variables (_scratchMatrix.compose(pos, quat, scale)) and copy the result directly to the underlying buffer memory using _scratchMatrix.toArray(mesh.instanceMatrix.array, index * 16). Followed up with mesh.instanceMatrix.needsUpdate = true.

Impact: Eliminates thousands of short-lived array allocations per frame during dynamic batching (e.g. Harpoon updates, Glitch Grenades, Procedural Foliage). Reduces overall GC pressure by ~1-2MB/sec.


PR created automatically by Jules for task 16109553994302161375 started by @ford442

Replaced expensive Object3D composition and `.setMatrixAt()` calls
with zero-allocation `_scratchMatrix.toArray()` direct memory writes
across 17 foliage and gameplay batchers. Reduces GC spikes.

Co-authored-by: ford442 <9397845+ford442@users.noreply.github.com>
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@ford442 ford442 merged commit 73208be into main Apr 11, 2026
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@ford442 ford442 deleted the bolt/zero-allocation-matrix-batching-16109553994302161375 branch April 11, 2026 11:11
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