Fixed-timestep simulation core: clock, entities and systems.
Classes
Interfaces
BodySnapshotCanonicalEntityCharacterGroundCharacterInputPlayer intent, sampled by fixed ticks.CharacterResultCharacterSnapshotCharacterStateClockStatusEntityEntityInitEntitySnapshotEntityViewThe read half of the store, which is all World.entities hands out.FlightResultFlightWorldFrameBindingWhat the simulation needs to know about a frame in order to fly in it.FrameChangeFramePlanHow a frame's wall clock is to be spent: what it bought, and how much of that may be integrated.FrameTransitionPlacementBasisThe asset's own axes in body-fixed coordinates: +X east, +Y up, −Z north, turned by the heading.RailsEpochThe instant a coasting entity is propagated from, in its own frame.SnapshotStructureA placement carried by its body at the snapshot's presentation instant.SoiVerdictSoiWatchWhat a frame's sphere-of-influence tests already know, so most ticks can skip them.StarSnapshotStepFlightOptionsSupportWhat a body-fixed ray stands on, and which placement supplied it.SurfacePlacementAuthored state only.ThrustDemandThe commanded acceleration as fractions of the profile's authority, in body axes — what a renderer needs to decide which nozzles are firing and how hard, without holding a copy of…WorldEventWorldOptionsWorldSnapshot
Types
Functions
airVelocitycanonicalEntitycanonicalEntityInitcanonicalEntityLinecharacterInputcoastStatecommandedAccelerationconsiderFrameChangecreateCharactercreateEntityentitySnapshotgroundBandplacementBasisrailsEpochrailsSpeedBoundsnapshotstepCharacterstepFlightsupportUndersurfacePlacementPosesurfaceSupportRadiusthrustDemandtimeOfTickvalidateSurfacePlacement
Constants
CHARACTERDEBUG_SHIP_THRUSTERSThe debug spacecraft the vertical slice flies.DEFAULT_MAX_STEPSHow many ticks may be run for a single frame at 1× before we give up and let the clock fall behind.LANDING_CLEARANCEHow close the hull has to be to the ground, and how slowly, before it sticks.LANDING_SPEED_LIMITMAX_WARP_FRAMEThe longest frame the warp rate is honored across, in wall-clock seconds.MAX_WARP_RATEThe ceiling on integration, as simulated seconds per second of wall clock.MAX_WARP_STEPSThe absolute per-frame ceiling.NEUTRAL_CHARACTER_INPUTRAILS_CHUNKHow often, in ticks, a coasting entity's sphere-of-influence tests may run.SYSTEM_INFLUENCE_RADIUSA system claims authority over everything within this radius.TICK_DURATIONTICK_RATE