Toot

Written by velox_vulnus@lemmy.ml on 2024-10-18 at 18:21

Here’s what I’m trying to implement - a plinkoo game. Disclaimer: I’m not into, or promote gambling, just wanted to use my knowledge of Monte-Carlo simulation on a toy project to figure out the pre-computed starting points, because client-side physics engine can be spoofed.

Now, this engine has to be “deterministic” at all cost, even at the cost of frame rates. Now, in my current scenario, gravity is fixed, however, the issue with faster gravity is that the object just phases through the obstacles.

This is why I was looking for a better solution, at least something that isn’t CPU-bound, because as I create more more object, it hogs the memory, although not a lot, but it would hurt mobile devices.

So far, I’ve considered using VanJS to avoid the ReactJS virtual DOM overhead.

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