This commit introduces several performance optimizations:
- Implement chunk-based dirty rendering
- Add adaptive physics update rates
- Return modification status from element update functions
- Reduce unnecessary rendering and physics calculations
- Track world movement for efficient re-rendering
The key changes include:
1. Adding `dirtyChunks` and `worldMoved` tracking
2. Modifying element update functions to return modification status
3. Implementing adaptive physics update rates based on FPS
4. Skipping rendering for unchanged chunks
5. Reducing computational overhead in physics and rendering loops
These optimizations should significantly improve the simulation's performance, especially with large numbers of elements.
This commit reorganizes the game's source code into multiple files within a `js/` directory, creating a more modular and maintainable structure. The changes include:
- Created separate files for different game components:
- `constants.js`: Game constants and element types
- `world.js`: World management functions
- `terrain.js`: Terrain generation logic
- `physics.js`: Physics simulation
- `render.js`: Rendering functions
- `input.js`: Input handling
- `main.js`: Main game initialization and loop
- Element-specific files in `js/elements/`:
- `basic.js`: Sand, water, dirt behaviors
- `plants.js`: Grass, seeds, flowers
- `trees.js`: Tree growth and leaf generation
- `fire.js`: Fire and lava behaviors
- Updated `index.html` to load modules in the correct order
- Removed the monolithic `script.js`
The modular approach improves code readability, makes future extensions easier, and separates concerns more effectively.