From 963dbc695972ab72dad5441142cf50be37d7a71a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=D0=90=D0=BD=D1=82=D0=BE=D0=BD=20=D0=A2=D1=80=D0=BE=D1=88?= =?UTF-8?q?=D0=B8=D0=BD?= Date: Mon, 2 Nov 2026 22:03:47 +0300 Subject: [PATCH] docs: terrain sync is column heights, not PNG --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 84adc0f..203445d 100644 --- a/README.md +++ b/README.md @@ -50,7 +50,7 @@ location /ws { ### How it works (short) - The relay (`server/server.js`) only routes messages: joins, rosters, commands (client → host), and broadcasts (host → clients). It holds no game state. -- The host broadcasts a world snapshot on every state change (and every 100–250 ms during projectile/explosion resolution), plus the terrain bitmap as a PNG whenever it changes (craters, collapse, napalm). +- The host broadcasts a world snapshot on every state change (and every 100–250 ms during projectile/explosion resolution), plus the terrain as encoded column heights whenever it changes (craters, collapse, napalm). - Clients render by applying snapshots to the same game code; they simulate nothing, and their aim/fire/market actions are sent as commands to the host. ### Control flow