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Home Page: https://flow.github.io/
License: MIT License
I think I can... I think I can...
Home Page: https://flow.github.io/
License: MIT License
Right now, FPS is very low (compared to Client). This is caused by two things:
2 is probably caused by the snapshot system.
We need to make sure that the order of everything is:
(Load/gen chunks -> snapshot) all chunks in visible range -> mesh
Although, we would still have to worry about what happens when we move: chunks are (should be) remeshed when a neighbor updates. However, this should not cause the chunk itself to "update."
Right now, WorldGenerator is really a pain to work with. Exactly what will be generating is hidden behind getBase() and getSize(). I think we can clean this up a little bit to make it a little more straightforward what is generating.
This might mean having multiple calls to WorldGenerator#generate() for one "generate" call from RegionGenerator.
So, obviously, the idea of getBase() would be to be the position in the world by blocks. And this does make sense, to a point. It is kind of hard to work with (for example, if all you have is the base of a chunk, to get the chunk position, you have to do bit shifting.)
I'm thinking we need to rethink how we use Point and getBase().
Ok, so this is up for discussion: @DDoS @Wolf480pl
So, in Spout, the idea was to hide the physics implementation behind a generic physics API. This was supposed to allow for the physics implementation to change at will. However, there is a reason for version control: we don't have to update to a new React unless we want to. (React is under version control, right @DDoS). And, by exposing React, we allow for so many more possiblities than with a physics API which will probably lag behind.
Maybe more to come
If we used events for core events (EngineStart, EngineStop, etc.?) then we could remove duplicate stuff in FlowSingleplayerImpl.
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