Do you love the sweet smell of industry in the morning?
Does terra firma fill you with terror versus firm factory foundations?
Have you ever looked at mother nature's plendour and thought, "Ugh..."?
Well then, welcome aboard! You will be nobly shaving off that superfluous greenery, refining it into pure profit!
We have brave Fix-It pioneers, building up bargains factories, and now you too can join them!
Welcome to the Awesome Shop.
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.
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.
As you can see in the history of this repository, I mainly use Git as a save tool and as a way to sync my progress (however small) on other devices. Most of the code you see here is written in my free time, and not always on the same desktop/enviroment. Do not expect clean commit messages or diffs.
Currently the project is aiming for a Minimal Viable Product (MVP) meaning that it won't be the complete game. After Fri3d 2026 the game's development will continue, though it may be retargeted to desktop. If enough people like this project, it will become an actual game to play on Steam.
The current goal is to have a single, simple world with some basic factory logic.
Most of the Factory Logic has already been thought about on paper, but not yet implemented. (this is what we in science call procrastination)
If you want to know the intended (& already planned) resource flow, look at this overview. This was made with drawio.
Yes, I love pasting in links °v°
Role: Main Developer & Designer
Role: Support (vocal)
Mem/stor consumption overview (this will be later moved to docs) Updates come and go, since I'm rushing to finish it.
| component | memory |
|---|---|
| colour palette | 512 bytes |
| tile sprites | 16.4 kb |
| key metadata | 16 bytes |
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.
| 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 |
| component | memory | info |
|---|---|---|
| Local ChunkData | 2304 bytes | Soring local tiles in one big array (currently 3x3 chunks), not accounting for any nodes. |
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