feat: Convertir BOIDS a sistema time-based (independiente de framerate)

- Conversión completa de físicas BOIDS de frame-based a time-based
- Velocidades: ×60 (px/frame → px/s)
- Aceleraciones (Separation, Cohesion): ×3600 (px/frame² → px/s²)
- Steering proporcional (Alignment): ×60
- Límites de velocidad: ×60

Constantes actualizadas en defines.h:
- BOID_SEPARATION_WEIGHT: 1.5 → 5400.0 (aceleración)
- BOID_COHESION_WEIGHT: 0.001 → 3.6 (aceleración)
- BOID_ALIGNMENT_WEIGHT: 1.0 → 60.0 (steering)
- BOID_MAX_SPEED: 2.5 → 150.0 px/s
- BOID_MIN_SPEED: 0.3 → 18.0 px/s
- BOID_MAX_FORCE: 0.05 → 3.0 px/s

Física ahora consistente en 60Hz, 144Hz, 240Hz screens.
Transiciones BOIDS↔PHYSICS preservan velocidad correctamente.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-10-17 20:05:49 +02:00
parent a929346463
commit 9909d4c12d
4 changed files with 68 additions and 20 deletions

View File

@@ -277,6 +277,27 @@ void UIManager::renderDebugHUD(const Engine* engine,
text_renderer_debug_->printAbsolute(margin, left_y, simmode_text.c_str(), {0, 255, 255, 255}); // Cian
left_y += line_height;
// Número de pelotas (escenario actual)
size_t ball_count = scene_manager->getBallCount();
std::string balls_text;
if (ball_count >= 1000) {
// Formatear con separador de miles (ejemplo: 5,000 o 50,000)
std::string count_str = std::to_string(ball_count);
std::string formatted;
int digits = count_str.length();
for (int i = 0; i < digits; i++) {
if (i > 0 && (digits - i) % 3 == 0) {
formatted += ',';
}
formatted += count_str[i];
}
balls_text = "Balls: " + formatted;
} else {
balls_text = "Balls: " + std::to_string(ball_count);
}
text_renderer_debug_->printAbsolute(margin, left_y, balls_text.c_str(), {128, 255, 128, 255}); // Verde claro
left_y += line_height;
// V-Sync
text_renderer_debug_->printAbsolute(margin, left_y, vsync_text_.c_str(), {0, 255, 255, 255}); // Cian
left_y += line_height;