citation needed

Former-commit-id: 92b35f459de0ce84064bc44a2ff54be07f06e711
Former-commit-id: 682ed520288e1144c15ac998d7a1b53971f7482d
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Minjae Song
2017-02-09 16:45:28 +00:00
parent daa667f5f3
commit 880d1b7692

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@@ -27,10 +27,10 @@ The Engine is custom built to suit the needs most. Following list is our aims:
- At least better than Notch's codes... - At least better than Notch's codes...
* Thread scalability * Thread scalability
- 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. - 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).
* Lightweight physics solver, as light as we need * Lightweight physics solver, as light as we need
- 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_. - This game is not exactly a physics toy, albeit some could add the fun.
- Currently implemented: gravity (NOT artificial), friction, buoyancy (WIP), air/fluid density and termination velocity - Currently implemented: gravity (NOT artificial), friction, buoyancy (WIP), air/fluid density and termination velocity
- Planned: artificial gravitation, wind, joints - Planned: artificial gravitation, wind, joints
@@ -38,7 +38,7 @@ The Engine is custom built to suit the needs most. Following list is our aims:
- It should be enough — period. - It should be enough — period.
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) 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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