We don't make games
HW | Config |
---|---|
11th Gen Intel(R) Core(TM) i7-1185G7 @ 3.00GHz 16GiB SODIMM DDR4 Synchronous 3200 MHz (0.3 ns) 1TB NVMe disk |
33 × 173 tile chunks |
After months of work, the fundamental structure of the engine is complete. Running at 60 fps, loading 132,651 individual tiles, it sits at a cool 0.0% CPU and 136MB RAM. Further preening is the storage size of chunks; with the current testing defaults (132,651 tiles) resulting in ~4.8kB per chunk (4913 tiles) with no compression. Binary sizes vary wildly, given the different build requirements for different systems (Winblows continues to and will forever be more trouble than it's worth). On Linux, the most recent build results in a 27kB binary, while on Windows, the binary is a whopping 0 bytes! This is because the windows build system is broken, and further attempts are soul crushing. Expect this to be fixed by the next update, as we shuffle our library around and figure out the arcane arts of MinGW.
We're in the process of true-to-life erosion simulation horrifically melded with WFC generation. Expect some interesting terrain generation next update. Further work includes refining the entity system and finally getting down and dirty with CASCade.
~ The Akhet team