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Hang up with large grid sampling #57

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oldshaghat opened this issue May 22, 2020 · 5 comments
Open

Hang up with large grid sampling #57

oldshaghat opened this issue May 22, 2020 · 5 comments
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enhancement New feature or request

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@oldshaghat
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I was using Create point grid and supplied (as a part of trying to figure out what to do) a large size vector (10,10,10) and a large density (might have also been 10?) and Godot went unresponsive.

@HungryProton
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HungryProton commented May 22, 2020

You have to be careful with that. With a density of 10, in a single cube of 1 * 1 * 1, you end up with 1000 Position3D nodes. Scale that cube up to 10 * 10 * 10 you get exactly 1 million nodes. That's stored in a plain array for now so yeah it's definitely going to hang up even before trying to add them to the scene tree

@BryceBubbles
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BryceBubbles commented May 25, 2020

@HungryProton
Could something be added to catch potentially large operations?
Like bailing out when the amount of operations is over a safe (ideally editable) maximum?
These inputs auto update the simulation, so even a typo can potentially hang the editor indefinitely.

@HungryProton
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We can do this on a node level or on the whole graph level.

Either add a warning and a confirm button on each nodes that potentially takes too long to finish
Or create a new panel, hidden by default, on the right of the editor will various options and error messages.

I don't know what would work best from a user point of view, having the warning on the node itself makes it easy to know which one is problematic but also clutters the graph view.
But clicking on an error message from the new panel could also auto select the node and center the view on it. Actually this might be better if there's multiple warnings at once so they don't have to move around to check every single node manually.

Let me know what you think about it or if you have another idea on how to handle this

@BryceBubbles
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Oh yeah an error/settings panel sounds super useful.

And yes bringing the problem node into focus sounds awesome. Perhaps do that automatically for the first error posted.

@HungryProton
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That could work, I think there's no built in way in Godot to store plugin settings so they will be stored in a config file at the root of the plugin folder. I'll see what I can do

@HungryProton HungryProton added the enhancement New feature or request label May 28, 2020
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