Chemistry · const

TIER_HERO

Four levels of detail, and every one of them conserves.

Explained in Chemistry.

const TIER_HERO = 0
import { 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.