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Where we left off with simulation regions
Overview of limitation of simulation region - entities currently must have position
Updating code for moving collides member variable into a flag
Making the sword non-spatial
Handling non-spatial entities in MoveEntity
Handling non-spatial entities in BeginSim
Handling non-spatial entities in EndSim
Handling non-spatial entities in AddEntity/LoadEntityReference/GetSimSpaceP
Handling non-spatial entity in UpdateSword
Debugging GetWorldChunk assertion - problems with storing invalid positions and non-spatial flag
Fixing camera following logic
Fixing dZ of player
Fixing initial camera position
Restoring sword functionality
Why is the sword's shadow so dark? - Multiple swords
Guarding against having multiple entities in sim_region with same storage index
Preventing sword being reset when holding down key
Does the current collision code support walls that are not 90 degrees? Say if the wall is at 45 degrees, would the collision code still work?
Why not set a boolean value 'to be removed'? It seems like setting the position to an arbitrary position isn't as explicit as setting a flag to say that the entity should be removed on the next update frame.
The rearranging of code did [introduce] some errors into the code. Is this normal for daily coding?
Do we expect most entities to be colliding? If so, does it make sense to have the flag be 'non-colliding' instead?
Then why set null position?
Would using a tagged union for entity references fix issues we're having with LoadEntityReference?
Do you have the whole big picture game architecture in your head at every point, or do you have to check what you did from time to time?