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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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Bottleneck: Calling
Object3D.updateMatrix()andmesh.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
InstancedMeshbatchers, constructMatrix4locally 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 withmesh.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