anarch/settings.h

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/**
@file settings.h
This file contains settings (or setting hints) for the game. Values here can
fine tune performance vs quality and personalize the final compiled game. Some
of these settings may be overriden by the specific platform used according to
its limitations.
by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
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#ifndef _SFG_SETTINGS_H
#define _SFG_SETTINGS_H
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/**
Target FPS (frames per second). This sets the game logic FPS and will try to
render at the same rate. If such fast rendering can't be achieved, frames will
be droped, but the game logic will still be forced to run at this speed, so
the game may actually become slowed down if FPS is set too high.
*/
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#define SFG_FPS 60
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/**
Width of the screen in pixels. Set this to ACTUAL resolution. If you want the
game to run at smaller resolution (with bigger pixels), do his using
SFG_RESOLUTION_SCALEDOWN;
*/
#define SFG_SCREEN_RESOLUTION_X 1024
/**
Height of the screen in pixels. Set this to ACTUAL resolution. If you want the
game to run at smaller resolution (with bigger pixels), do his using
SFG_RESOLUTION_SCALEDOWN;
*/
#define SFG_SCREEN_RESOLUTION_Y 768
/**
How many times the screen resolution will be divided (how many times a game
pixel will be bigger than the screen pixel).
*/
#define SFG_RESOLUTION_SCALEDOWN 4
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/**
Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
*/
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#define SFG_PREVIEW_MODE 0
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/**
How much faster movement is in the preview mode.
*/
#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2
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/**
Hint as to whether run in fullscreen, if the platform allows it.
*/
#define SFG_FULLSCREEN 0
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/**
Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
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CPU performance and memory).
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*/
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#define SFG_DITHERED_SHADOW 1
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/**
Maximum number of squares that will be traversed by any cast ray. Smaller
number is faster but can cause visual artifacts.
*/
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#define SFG_RAYCASTING_MAX_STEPS 30
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/**
Maximum number of hits any cast ray will register. Smaller number is faster
but can cause visual artifacts.
*/
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#define SFG_RAYCASTING_MAX_HITS 10
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/**
How many times rendering should be subsampled horizontally. Bigger number
can significantly improve performance (by casting fewer rays), but can look
a little worse.
*/
#define SFG_RAYCASTING_SUBSAMPLE 1
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#endif // guard