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Binary Factorium

This project is a Factorio-inspired game for the Fri3d Badge 2024 (and maybe 2026). It is currently in-development.

It'll be free for all to use, learn, and install, under the licence of this project.

The Name

Binary Factorium uses the "shortname" BinF (pronounced 'binf') for almost all its writing. If this name were to be already in use, then know Binary Factorium is not trying to impersonate whatever uses it.

Development & Maintenance

StudA

Role: General Project Manager/Maintainer (GPM) & Backend

WHY_youLOokingAT_NaMe

Role: Game Code & Design

Memory Overview

Mem/stor consumption overview (this will be later moved to docs)

const (FLASH)

component memory
colour palette 512 bytes
tile sprites 16.4 kb
key metadata 16 bytes

runtime (SRAM)

Do to our BinF::Engine Renderer using double buffering, more than half our fast memory budget is spent (to comply with DMA capable RAM).

In short, 284 kilobytes of our 512 kilobyte budget is used by literally just this system.

Why not use a single buffer? Well, screen tear is a big problem. If you want to know why, just search up why people use double buffering.

BinF::Engine (remaining)

component memory info
KeyTask ~ 8.2 kb The space allocated for the InputTask task/thread, which does debouncing on key presses async from game/engine logic
Key data 204 bytes Not counting for atomics, this is around the amount of memory the arrays take up

World & Chunk

component memory info
Local ChunkData 2304 bytes Soring local tiles in one big array (currently 3x3 chunks), not accounting for any nodes.

Contributors

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