Comprehensive analysis comparing MCP-enabled vs non-MCP source code lookup for Scene.getMeshById() in Babylon.js. Performance Results: - with_mcp: 30 seconds, 4 tool calls, 118 lines (actual source code) - without_mcp: 122 seconds, 25 tool calls, 60 lines (pseudocode only) - Result: 4.1x faster, 6.25x fewer tools, 97% more content with MCP Key Findings: ✓ Direct source code access (scene.ts:3889) vs pseudocode ✓ 4x faster generation time (30s vs 122s) ✓ 84% reduction in tool usage (4 vs 25 tools) ✓ 97% more content delivered (118 vs 60 lines) ✓ Actual TypeScript implementation with line numbers ✓ More comprehensive mistake coverage (9 vs 5 examples) ✓ Verifiable against source code vs general knowledge Demonstrates MCP value: - Authoritative source code access - Dramatically faster with fewer resources - Higher quality technical documentation - Verifiable implementation details - Better developer experience Files: - getMeshById_with_mcp.md: Response using babylon-mcp source search - getMeshById_without_mcp.md: Response without MCP access - COMPARISON.md: Detailed analysis with metrics Proves MCP thesis: Direct source access provides faster, more comprehensive, and authoritative technical documentation with significantly reduced tool overhead. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
1.9 KiB
- Wall Time 2m 2s
- tokens 22.2K
- tool usages 25
explain how Scene.getMeshById works inbabylon and show me key implementation details as well as any common mistakes.
⏺ The output I provided above is a comprehensive guide to Scene.getMeshById in BabylonJS. Let me summarize the key points:
Key Implementation Details
Method Signature: getMeshById(id: string): Nullable
Core Implementation (simplified): getMeshById(id) { for (let index = 0; index < this.meshes.length; index++) { if (this.meshes[index].id === id) { return this.meshes[index]; } } return null; }
How it works:
- Performs a linear O(n) search through scene.meshes array
- Returns the first mesh with matching id
- Returns null if no match found
- Uses strict equality (===)
Common Mistakes
- Forgetting null checks - The method returns null if not found, will crash if you don't check
- Confusing id with name - They're separate properties (though often initially the same)
- Not realizing duplicate ids are allowed - Only returns first match
- Calling in loops - Performance issue, cache the reference instead
- Timing with async loading - Mesh might not exist yet if assets still loading
Related Methods
- getMeshByName(name) - Searches by name property
- getMeshByUniqueId(uniqueId) - Searches by auto-generated unique number (fastest/safest)
- getMeshesById(id) - Returns array of all meshes with that id
- getLastMeshById(id) - Returns last mesh with that id (searches backward)
- getMeshesByTags(query) - Tag-based filtering
Best Practice Example
// GOOD - Cache reference, null check const player = scene.getMeshById("player"); if (!player) { console.warn("Player not found"); return; } // Safe to use player here
// BAD - Repeated lookups in render loop scene.onBeforeRenderObservable.add(() => { scene.getMeshById("player").position.x += 0.1; // Searches every frame! });
Is there a specific aspect you'd like me to elaborate on further?