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License: MIT License
I don't want to have a zillion fuctions like updateGrassTargetHealths called every time I change a tile
Grass with a low enough health will continue to decay
I need to either do random ticks like in minecraft and figure out what the most likely equivalent dt would be or tick every tile one (or a hundred) at a time and multiply dt by how many sets of ticking I need to do before I wrap around and tick the same tile again
Error when the structure of a tile is wrong
Or lose lots of speed and bounce
Test this by allowing player to shoot out entities with simple trigonometry with no extra rotations
And don't allow output unless the amount stored in the machine is greater than or equal to chunk size
Prevent this.
Does the concord world get the theme? Is it by name only? Etc etc.
The boundary should look like the other two fogs.
Prevent flowers from growing next to others in a certain radius.
Use a spacial hash.
Ideally it would be all done by the first fixedUpdate, except maybe not because newWorld might want to spawn some monsters or something depending on tiles. So factor out fixedUpdate's generate, load and unload cycle into somewhere it can be accessed both by fixed update and new world.
"You can't place planks on top of carpet" but you can place carpet on top of grass.
Update other active repositories that use it
Benchmarking?
As an array there can be multiple entries for the same tile
The registry entry by name/id thing is going to have to be useful here
thinking of using a lua serialisation library and a lua table equality library to compare the before and after of saving and loading
In a binary format.
For the in-theory case where fixed update's dt is changed, such as if fast-forwarding
Dropping chunks of the mined sub-layer into the topping layer, not on top of the super-topping layer.
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