// The limit on distance between the entity and a collectible (squared) pub const MAX_PICKUP_RANGE: f32 = 8.0; pub const MAX_MOUNT_RANGE: f32 = 14.0; pub const GRAVITY: f32 = 25.0; pub const FRIC_GROUND: f32 = 0.15; // Values for air taken from http://www-mdp.eng.cam.ac.uk/web/library/enginfo/aerothermal_dvd_only/aero/atmos/atmos.html // Values below are for dry air at 15°C, sea level, 1 standard atmosphere // pub const ATMOSPHERE: f32 = 101325.0; // Pa // kg/m³ pub const AIR_DENSITY: f32 = 1.225; pub const WATER_DENSITY: f32 = 999.1026; // LAVA_DENSITY is unsourced, estimated as "roughly three times higher" than // water pub const LAVA_DENSITY: f32 = 3000.0; pub const IRON_DENSITY: f32 = 7870.0; // pub const HUMAN_DENSITY: f32 = 1010.0; // real value pub const HUMAN_DENSITY: f32 = 990.0; // value we use to make humanoids gently float // 1 thread might be used for long-running cpu intensive tasks, like chunk // generation. having at least 2 helps not blocking in the main tick here pub const MIN_RECOMMENDED_RAYON_THREADS: usize = 2; pub const MIN_RECOMMENDED_TOKIO_THREADS: usize = 2; pub const SOUND_TRAVEL_DIST_PER_VOLUME: f32 = 3.0; // Stat increase per level (multiplied by 10 compared to what you'll see in UI) pub const ENERGY_PER_LEVEL: u32 = 50; pub const HUMANOID_HP_PER_LEVEL: u32 = 50;