— It can transmit data from different sources/to different destinations along one channel, for example a wire.
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Generator = generates specific entity types of specific amounts per second.collector = terminates entities (entities which enter do not leave) of specific types.
— It will run in a "game loop", which does run hundreds of times a second, but we want the simulator to only run once per second
— This will be like a networks crash course.
— The hard part will be integrating the simulator into the presentation after it's done
— What libs are you working with?
— Pixi, Traviso, and two of my own, FluxAxe and DIfferentia
— Here's where the simulator lives: https://github.com/Floofies/Reticulum/blob/master/js/worldData.js
— As you can likely tell it is really in a nasty state, haha
— Look here for the prefix key https://github.com/Floofies/Reticulum/blob/master/js/header.js
— Anyways , demand will affect how much money the player makes, per-second, per-entity
— That will be calculated primarily by the Collector classes, with the game goal being "get X entity to Y collector"