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Fixing a crash reading off the end of a buffer
Making walls into entities
Pulling out camera movement code
Removing entities from the high entity set that are too far away from the camera
A note on pointer access
A note on rectangle bundling
Calculating the bounds of the high entity area
Preparing to add entities to the high entity set that are close to the camera
Putting wall entities in the tile map
Changing InitializePlayer to AddPlayer
Adding AddWall function
Adding the walls right away instead of waiting for the collision detector
Adding entities to the high entity set that are close to the camera
Calling SetCamera at the start of the game
Out of time! Where we'll start tomorrow
Aren't some of the signs in the MinTileX wrong?
What does “internal” modifier which is applied to the SetCamera function? I mean what is the difference between non-static and static function?
Why do we consider a wall an entity?
Will tile chunk and tile map structures go away and walls will be stored only as entities?
We have to do some cool screen shakes and some whip pan transitions between screens.
Will there be a dormat enemy?
Can we have some old man that transforms you into a dog and says “you're the dog now man”?
Fixing calculation bug in collision detector [code change]
What do you think of message buses and what is your favorite implementation of one?
Are you planning on having any game screens that pan the camera?
Have you ever played Path of Exile or heard of it? They have this desync problem that they claim is unfixable because they handle stuff server-side. Just wondering if you have heard of that game and its notorious bugs.
Are you using a stylus in Krita or a mouse?
Does forcing a game to a certain refresh rate introduce lag?