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citation needed
Former-commit-id: 92b35f459de0ce84064bc44a2ff54be07f06e711 Former-commit-id: 682ed520288e1144c15ac998d7a1b53971f7482d
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@@ -27,10 +27,10 @@ The Engine is custom built to suit the needs most. Following list is our aims:
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- At least better than Notch's codes...
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- At least better than Notch's codes...
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* Thread scalability
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* Thread scalability
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- Multithreaded environments are commonplace in this era; even in the Intel Pentium G. We aim to introduce performance boost by supporting multithreads, without the limitation of threads count.
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- Multithreaded environments are commonplace in this era; even in the Intel Pentium G. We aim to introduce performance boost by supporting multithreads, without the limitation of threads count (hopefully).
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* Lightweight physics solver, as light as we need
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* Lightweight physics solver, as light as we need
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- This game is not exactly a physics toy, albeit some could add the fun; see how physics works well on field exploration in _The Legend of Zelda: Breath of the Wild_.
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- This game is not exactly a physics toy, albeit some could add the fun.
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- Currently implemented: gravity (NOT artificial), friction, buoyancy (WIP), air/fluid density and termination velocity
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- Currently implemented: gravity (NOT artificial), friction, buoyancy (WIP), air/fluid density and termination velocity
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- Planned: artificial gravitation, wind, joints
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- Planned: artificial gravitation, wind, joints
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@@ -38,7 +38,7 @@ The Engine is custom built to suit the needs most. Following list is our aims:
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- It should be enough — period.
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- It should be enough — period.
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Because of this, we just couldn't use solutions out there. For example, Tiled is too slow and has large memory footprint for our vast world; we can't use JBox2d nor Dyn4j as we don't need any sophisticated physics simulation, and can't use them anyway as we have literally _millions_ of rigid bodies (tiles) and actors. (Trivia: we _do_ use Dyn4j's Vector2 class)
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Because of this, we just couldn't use solutions out there. For example, Tiled is too slow<sup>[citation needed]</sup> and has large memory footprint<sup>[citation needed]</sup> for our vast world; we can't use JBox2d nor Dyn4j as we don't need any sophisticated physics simulation, and can't use them anyway as we have literally _millions_ of rigid bodies (tiles) and actors. (Trivia: we _do_ use Dyn4j's Vector2 class)
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## Contribution guidelines ##
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## Contribution guidelines ##
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