is presently its sole maintainer,
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Review of what's currently been done
Clearing the screen to black and offsetting the drawable area
Player collision with the tilemap
Moving player initial position inside the map
Clearing only the parts of the screen not drawn on
Function for checking if a point is occupied and tile_map struct
Accessing tilemap data as 1-dimensional array
Adding player width to the collision
Making player change the map when walking through a door
About storing all tilemaps in one big structure
Start on storing and accessing multiple tilemaps and the world struct
Short recap on where we are
John Blow points out we haven't initialised the world struct members
Question: Why does player sometimes stop a pixel before the wall?
Question: Are your variables for tilemaps too similar to each other or am I just easily confused?
Question: Is there an advantage on using bool32 instead of using bool 8-bit?
Question: Can you go over briefly how to encode the tile data in a single uint32?
Question: Why does left and right side collision work but not the top and bottom?
Question: Why save TileWidth and Height if those values never change?
Question: What are the differences between structs and classes?
Question: Do you always put int32 or can you use only int?
Question: So int32 is because you want to make the game for 32bit computers?
The player moves faster diagonally than it's supposed to. Are you planning on fixing that?
Question: I'm not familiar with #define, what is it used for?
Question: When you use int32 does it have a different influence on the code than normal ints?
Making the platform header C compliant