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I am in a constant battle with finding ways to keep the game lightweight enough browsers can support the maximum speed.

(5 edits)

Is it plausible to implement an optional and/or fallback "fuzzy" calculations mode?

Instead of actually calculating each tick and their effects sequentially, calculate one tick effect multiplied by the speed; It would be a fair bit more imprecise as change in states would be calculated after the block of time, but it might be an idea to speed up the game on lower hardware.

Not sure if it is even possible with the current game structure though, or even if it is more efficient than the current solution.

Also, game appears to be missing in action.

Edit: Game was uploaded as downloadable instead of for webplay, Save Recovery Tool is missing; Sadly the downloadable version doesn't work. orz

I have fixed the game being down, I accidentally made the recovery tool the main file before I went out. 

There's a few performance tests I am running right now, hopefully these will fix it.