Warning: I only glanced through the code real quickly, so I haven't checked to see if this has unintended side effects to the game logic, or to make sure it's a complete solution.
It looks like there's a variable that controls how quickly the board itself is updated:
var boardGameUpdateInterval = 10;
And a function deciding how quickly the visual representation gets updated:
var render = function () {
setTimeout( function() {
requestAnimationFrame(render);
}, 1000 / 15);
if (gameTicks % boardGameUpdateInterval == 0) {
updateBoard();
}
animateBoard();
gameTicks++;
renderer.render(scene, camera);
};
They're global variables so it's pretty easy to just drop into the developer console and overwrite them.
I just changed the denominator of the setTimeout to 30 instead of 15, and the boardGameUpdateInterval to 5 instead of 10. Of course, you don't have to change the render speed to get the logic speedup, but I figured I'd do both.
This appears to have sped the simulation speed up by a factor of two.
I've gone as far as ~1000 food ~100 poisson blocks to make sure it's on the right track. Speeding this up is a good idea, I'll make some time to add this and post an update. You can ping me on twitter @javierluraschi.
It looks like there's a variable that controls how quickly the board itself is updated:
And a function deciding how quickly the visual representation gets updated: They're global variables so it's pretty easy to just drop into the developer console and overwrite them.I just changed the denominator of the setTimeout to 30 instead of 15, and the boardGameUpdateInterval to 5 instead of 10. Of course, you don't have to change the render speed to get the logic speedup, but I figured I'd do both.
This appears to have sped the simulation speed up by a factor of two.
ymmv