is presently its sole maintainer,
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Thinking about removing the tile map and making tiles entities
Test entities against every other entity (O(n*n))
Update MovePlayer to perform collisions on active entities
Relative position between entities
Thinking about different actions for different types of collisions
Implementing walking on “stairs”
Fixing compiler errors
Thinking about entity types using a cache to keep high/dormant entity positions consistent
An aside on programming technique (rant)
Recalculating the position into tile space on entity update
Mapping entities into camera space
Exploring the code in debugger
Changing residence of entities when higher residence is requested
Debugging entity collisions
Debugging sticky collisions
Restoring camera movement
Todos for tomorrow
Why can't infrequent entity updates happen in the entity's update logic?
Why do you want to use a 3D vector for position when the Z value is always going to be an integer?
Does Minkowski collision detection have to be axis-aligned?
Didn't you just implement a bare-bones relational database? Do you think that's a good mental model for understanding today's code?
I noticed your characters do not collide with each-other. I thought you changed that?
How good is this addressing scheme for the cache?
When jumping you just need x, y, z coordinates to make it happen? [code changes]
Will we switch to some kind of sparse storage for example for the high res entities?
How would you handle jumping on a ledge or surface to adopt a new base height?
What do you think about physics for character or mob movement in a platformer game, meaning that I press right but it starts to accelerate instead of just move?
Now make him jump through the ceiling into the next floor.
Why is he so huge?
Will the floor area of the zones be flat or will it have slopes and 3D zones a.k.a. hills?
Can you change the yellow tile beneath his feet quickly and easily to be greyish and round so it looks like a jumping shadow? Completely not required but why not! [code change]
If you add walls in the middle of rooms would they be handled as entities for the purpose of collision detection or separately?
How much has changing the rectangle to a bitmap instead of a rectangle impacted your player-on-player collision calculation?
How many zombie DLCs will there be?
Shouldn't you be doing this blending in a linear color space?
When does the core mechanics of the game come into play? Earlier or later in the dev cycle?
Is there an easy way to translate from circle to ellipse collision detection?
Do you recommend learning to make a game engine rather than using engines like Unity or Unreal for people new to game development?
The rectangle box which you have alpha assigned, is that the same box you would assign hit points to in case the character is injured by enemies or obstacles?
How common or practical is pixel by pixel collision check vs overall shapes collision check? Which one is more interesting to you?
What are your thoughts on the Allegro library?