Update some texts

This commit is contained in:
Miloslav Ciz 2025-06-25 18:28:31 +02:00
parent 1b363995a6
commit 56ec1f0cf2
2 changed files with 5 additions and 3 deletions

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@ -49,17 +49,17 @@ Please note however the game is still relatively simple and so **the physics IS
- The compiled game INCLUDING ASSETS is **extremely small** -- depending on platform, game and compilation settings, a playable executable can take only around 128 kB; in normal scenarios it will most likely fit under 400 kB.
- **Very fast and memory efficient**, the game will run practically on any computer save for the weakest of embedded devices. In general, despite being a fully 3D rendered game with 3D physics, the game can be run with **less than 500 KB RAM and 50 MHz CPU**; of course such hardware will require many features turned off and playability will suffer, but let's say 1 MB of RAM along with a 200 MHz CPU (laughable specs even 20 years ago) will be enough for comfortable play already.
- It is **exceptionally portable and future proof** thanks to having no dependencies besides C99 compiler. So far it was ported to and testplayed on:
- **GNU/Linux**: via SDL2, CSFML or X11
- **GNU/Linux**: via SDL2, CSFML or X11, also works through Wine
- **Window$**: via SDL2
- **OpenBSD**: via SDL2
- **web browser**: via translation to JavaScript with emscripten
- **web browser** (even ran in ebook reader): via translation to JavaScript with emscripten
- **Circuitmess Ringo AKA MAKERphone** (32b 160 MHz, 520 KB RAM)
- **Raspberry Pi** (5, 3B+): with GNU/Linux
- on resource-limited computers, in very limited ways (simplest rendering with low FPS, only loading tiniest maps, no ghosts, replays or audio):
- **Pokitto** (32bit 48 MHz CPU, 36 KB RAM)
- **Circuitmess Nibble** (32b 160 MHz CPU, 80 KB RAM)
- **ESPboy** (32b 160 MHz CPU, 80 KB RAM)
- tested compilers: gcc, g++, clang, tcc (currently bugging), emscripten
- tested compilers: gcc, clang, tcc (currently bugging a bit), emscripten
- It also goes without saying the physics is **100% deterministic**, it behaves the same on every platform, independently of rendering FPS. Besides others this allows for recording and playing back very small replays and creating press forward maps.
- It is **super moddable and hackable**, the code is relatively simple and **well commented**, written to encourage hacking. There are no obstacles such as DRM, anti-cheating, obfuscation etc. Cheating and hacking is allowed, do literally what you want.
- **No codes of censorship, flags, furry mascots or similar political bullshit.**

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@ -37,6 +37,7 @@ fuck issue trackers :D
- apply this to mouse lol -- L/R buttons can be up/down, moving the mouse
can steer, middle button can restart
- car horn?
- top-down camera mode?
- drunk mode: apply some kinda wave/sin/cos transform to all models to make
them swing, maybe even add delay to inputs
- weather mods? like lightning (invert colors quickly), rain, snow, sand, ...
@ -69,6 +70,7 @@ fuck issue trackers :D
- Nibble, should hopefully be powerful enough.
- ESPboy?
- linux framebuffer?
- Add Anarch maps? :D
=========== HANDLED ==============