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
How about hot/cold/frozen instead of high/low/dormant?
Chat reminds: wrap intrinsic rotations [code change]
Is it a good idea to update the low entities in a separate thread?
In a dynamically based language how would you handle refactoring without the compiler help?
I've noticed some game physics break when you increase the fps
You're just shifting, not rotating [code change: shift-or rotate]
Is there any gameplay reason why we want entities alive even off screen?
About shifting negative values [code change]