From 507bff6ed8fcd6161364749bd1524aa39c33d6e1 Mon Sep 17 00:00:00 2001 From: veclavtalica Date: Tue, 4 Feb 2025 00:31:15 +0300 Subject: [PATCH] /docs/wiki: add clause of low latency --- docs/wiki/about-townengine.html | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/docs/wiki/about-townengine.html b/docs/wiki/about-townengine.html index fda8a6b..c3ceb6d 100644 --- a/docs/wiki/about-townengine.html +++ b/docs/wiki/about-townengine.html @@ -10,7 +10,7 @@

1.1 Introduction

Townengine, {twn}, is an opinionated game development framework designed around ideas of simplicity, managed state, - care for old devices, portability, language agnosticism, use-case orientation and iterability. + care for old devices, portability, language agnosticism, use-case orientation, iterability and low latency.

Simplicity. It makes assumptions that trickle down to your game code. There's no delta between frames, nor resolution change. Textures have constant known size, not requiring scaling.

Managed state. Designed around this we can provide hot reloading at any point, @@ -29,6 +29,8 @@ Instead we seek particular use cases and implement the most essential parts.

Iterability. Defaults provided for most of the API, making initial code faster to spring. Hot reloading for both assets and code. +

Low latency. Care is given to various incarnations of feared latency. Engine is fast to build, allowing for low commitment patches. + Startup time is profiled and optimized. Streaming is used as much as possible for asset load.

1.2 Wiki