is presently its sole maintainer,
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What we're doing and why
The state of the world coordinate system today
The vision of the new entity system
Ballparking entity limits
Scaling to large numbers of entities
Low- & high-frequency entities
Addressing other entities
The initial approach for addressing entities
Handling re-offsetting in local coordinate space when the camera moves
Interaction between low- & high-frequency entities
Updating code to add entities with different frequencies
Implementing the inefficient version
A note about split-screen camera
Updating GetEntity to support different entity frequencies
Getting the code compiling again
Q: How about hot / cold / frozen instead of high / low / dormant?
Q: You spelled nonexistent incorrectly
handmade.h: Fix the spelling of "Nonexistent"
terr0rsaur Q: You meant to wrap the rotate instructions in compiler conditionals
handmade_intrinsics.h: Add compiler intrinsic conditionals to RotateLeft() and RotateRight()
Run the game to see that it's all fine
Q: Is it a good idea to update the low entities in a separate thread?
Q: In a dynamically based language how would you handle refactoring without the compiler help?
Q: I've noticed some game physics break when you increase the FPS
Q: You're just shifting, not rotating
Blackboard: Rotation using bit shifts
handmade_intrinsics.h: Make RotateLeft() and RotateRight() shift and or
handmade.cpp: Test RotateLeft() and RotateRight() in GameUpdateAndRender(), stepping in to inspect their operations
Q: Is there any gameplay reason why we want entities alive even off screen?
Q: You cannot shift by a negative value, but you could do Amount &= 31 and skip conditional, and only use Amount > 0 code
Blackboard: Anding a 32-bit value with 31
handmade_intrinsics.h: Make RotateLeft() and RotateRight() set Amount &= 31 and skip the conditional
phao1989 Q: Will the &= 31 thing work for negative values?
Close it down