is presently its sole maintainer,
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Reviewing the 'apron' idea for update regions
Adding Updatable bool to sim_entity
Setting Updatable bool in AddEntity
Checking Updatable bool in simulation update
Setting different bounds for sim_region (UpdatableBounds and Bounds)
Does the sword still work? - No
Bug - Not setting positions properly when loading entities from references
Fixing updating of Familiar
Removing non-spatial flag check for sword
How to update MoveEntity for more advanced collision effects?
Review of iterative movement
How to have collision responses within iterative movement?
Discussion of callbacks for handling collisions
Alternative #1 to callbacks - how to break up MoveEntity
Alternative #2 to callbacks - set acceleration and delay calling MoveEntity
Implementing alternative #2
Bug fixing - MoveEntity shouldn't be called for non-moving or non-spatial entities
The sword shouldn't be moving forever...
How will collision be done with moving backgrounds? Such as mazes and moving tiles? Or that won't be in this game?
Why don't we use .c instead of .cpp?
When you started with enums, why did you start with (1 << 1) instead of (1 << 0?)
How big are the source files getting? Are you feeling overwhelmed by the size yet?
What happens when you somehow glitch through a wall? Will the game crash?
How many lines have you written so far?
In what situation would you prefer callbacks to a huge switch-case block?
Do we load and draw everything manually to a DIB section, then blit the final image?
After you mentioned the 'do all collisions at one time' thing, it seems like in addition to being greatly easier to implement, it also matches the real-world better, like summing all the forces to get the net direction. Why would anyone every want to do an update function for each object?
I [Jonathan Blow] use cloc to count lines. It is pretty decent.
Besides the bits that are obviously tacked on, would you consider the Windows GUI a good API?
I guess I should have asked how big it has to get for you to start feeling overwhelmed.
How'd you decide on this order to build up the engine? Was it intuition or experience?
Speaking of UML and diagrams, do you ever use class schematics for code planning?
Don't you need to be able to enumerate every possibility in order to use a switch statement? What if you wanted to make a system that can be extended?
Why use switch statements instead of just big if-else blocks?
Will the way in which collisions are handled be order-independent?
Is it better to debug as you go or towards the end of a programming cycle?
Actually you want to pass --no3, otherwise it [cloc] is lying about the number of lines - it is dumb.
Will the game have multiplayer and/or co-op?