is presently its sole maintainer,
You can support him:
About the process of writing code; Messy first, clean after
Passing information about tilemap
Checking if player is moving to a different tilemap
Finding the next tilemap and querying the point
Calculating the position in the new tilemap
Storing X and Y positions relative to the tile
Moving the player on to the new tilemap
Floor instead of truncate
Question: Can you talk about the inline keyword? Do you apply any strategies to make sure the compiler does not ignore the request?
Question: Are we using C or C++?
Question: How did we start the code for the game?
Question: What's so bad about including math.h?
Question: Why not substract 1 if input is under 0, instead of using floor()?
Question: I thought integers were faster to compute than floats, even if the cpu has a floating-point unit.
Question: How do you decide when to pack things in a struct?
Question: Why would we care about screen coordinates? Isn't that just platform code.
Question: Are you going to make walls obstruct the player the same way the player currently obstructs the walls?
Question: Can you explain the raw_position and canonical_position again?
Question: Instead of checking three points on the player, wouldn't it be better to check only the side the player is moving towards?
Question: Why not have a single set of coordinates for the player that maps the player to a world position?
Question: Are there any consequences of using inline in early development, i.e harder debugging?
Question: Wouldn't it be better to call the X and Y variables something more descriptive?
Question: The game will happen in whole screens without any scrolling or camera movement?
Question: Could you explain how pointers/references are working or what you use them for and why?
Question: Was there ever a point in your career where you used these unfortunate structure packing practices?