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Review of position representation
world_position and changing y-axis
the problem with floating point for positions
solution: integers and floats
sidebar: scrolling the screen works fine too
big idea: tile chunks and sparse storage
implementing our new coordinate system
tangent: toroidal topology
back to implementation of new coordinates
extracting chunk coordinates from a world_position
implementing tile chunks
Setting up test data
emacs keyboard macro roulette
rendering from chunks using new coordinate system
greed: simple scrolling
success again... finally
start of Q&A
Why not compute the chunk mask from the chunk shift?
How did you generate the map? (A: he hasn't yet, it was typed in)
How will you do a third dimension in the new coordinate system?
How will you handle screen boundaries with the new chunk size?
Is a chunk a quarter of our test map?
How about operator overloading?
Shouldn't we be thinking about networking and threading from the start?
What does 0xFFFFFFFF represent?
I'm surprised by your choice to flip the y-axis. Does it really make the math that much easier?
I've never used hex literals, I use UINT32_MAX
Why not program at a higher level?
Why introduce meters?
Will you be checking code complexity, introducing smaller functions?
Did you set up a Kickstarter?
Wouldn't it be nice if tiles were 1.0m instead of 1.4m?