Chemistry · const
TIER_HERO
Four levels of detail, and every one of them conserves.
Explained in Chemistry.
const TIER_HERO = 0import { TIER_HERO } from '@driftengine/chemistry';In depth
§14's table. A parcel far away or barely doing anything does not need sixteen shells and a
tick of its own; a burning log in the player's hand does. The tiers are the two axes that matter:
how finely the depth is resolved, and how often the chemistry runs.
| Tier | Shells | Chemistry | Substeps |
|---|---|---|---|
Hero |
as declared | every tick | 32 |
Near |
4 | every tick | 8 |
Far |
2 | every 4th tick, 4× step | 4 |
Distant |
1 | every 16th tick, 16× step | 2 |
A tier only ever reduces resolution. Hero is what the substance's author asked for, and a
tier that invented shells would be inventing a depth profile nobody measured.
Far and Distant integrate the same dt, just less often, with the accumulated step handed
over when their turn comes. That is what makes a cadence conserving for free: the same seconds are
integrated either way, at a coarser resolution in time.