76 introduces the concept of proximity maps. However, a proximity map has a size which is quadratic in the number of entities which might not scale well in simulations with a large number of entities. In particular:
It will take a lot of RAM in the GPU
Even with fewer entities, it might slow down the client-server communication.
Steps to Reproduce
It will be useful to make some tests to evaluate this potential issue (both for the GPU memory and client-server communication). We can use this issue to report on these tests and discuss potential solutions. For example, potential solutions could be:
To represent the proximity maps in a sparse representation and to limit it to entities that are neighbors to each other
And/or to allow to activate/deactivate the storage and computation of proximity maps in the configs
Description
76 introduces the concept of proximity maps. However, a proximity map has a size which is quadratic in the number of entities which might not scale well in simulations with a large number of entities. In particular:
Steps to Reproduce
It will be useful to make some tests to evaluate this potential issue (both for the GPU memory and client-server communication). We can use this issue to report on these tests and discuss potential solutions. For example, potential solutions could be: