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SimulationInitOptions

Struct SimulationInitOptions 

Source
pub struct SimulationInitOptions {
    pub sim_dt: f32,
    pub init_static_level_geom: Option<fn(&mut State)>,
    pub simulation_loop: fn(&mut GameContext<Immediate>),
    pub input_merge: fn(&Input, &Input) -> Input,
    pub input_validate: fn(&Input) -> Input,
    pub input_server_predict_late: fn(&Input, &State, usize32, bool) -> Input,
    pub input_client_predict_late: fn(&Input, &State, usize32) -> Input,
    pub on_server_start: fn(&mut State, &mut DiffSerializer<WaitForConsensus>),
    pub on_client_connect: fn(&mut State, usize32, TickID, &mut DiffSerializer<WaitForConsensus>),
    pub on_client_disconnect: fn(&mut State, usize32, TickID, &mut DiffSerializer<WaitForConsensus>),
}

Fields§

§sim_dt: f32

Simulation delta time/tick rate, in seconds/tick. Can be higher or lower than vsync refresh rate. Too low feels kinda floaty, too high hurts performance.

§init_static_level_geom: Option<fn(&mut State)>§simulation_loop: fn(&mut GameContext<Immediate>)§input_merge: fn(&Input, &Input) -> Input§input_validate: fn(&Input) -> Input§input_server_predict_late: fn(&Input, &State, usize32, bool) -> Input§input_client_predict_late: fn(&Input, &State, usize32) -> Input§on_server_start: fn(&mut State, &mut DiffSerializer<WaitForConsensus>)§on_client_connect: fn(&mut State, usize32, TickID, &mut DiffSerializer<WaitForConsensus>)§on_client_disconnect: fn(&mut State, usize32, TickID, &mut DiffSerializer<WaitForConsensus>)

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