is presently its sole maintainer,
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Recap of where we left off with collision responses
Changing things so that stopping on collision is part of collision handling
Overview of ignoring certain collisions
Restructuring collision code for ignoring certain collisions with rules
pairwise_collision_rule and collision rule hash table for ShouldCollide
Tricky problem - How to remove collision rules?
Adding first rule - sword shouldn't collide with entity that throws us
Adding collision rule when StopsOnCollision is false
Problem - Don't want to keep on adding new collision rules
Clearing collision rules for an entity
Debugging collision rule code
What stops us from programming a game that directly boots into BIOS (hooks up to hardware as low as possible basically)?
Do you ever use function pointers?
Should the thrown entity have the player's direction/speed added to its thrown speed/direction so you cannot catch your own throws?
Could you explain again why you should order the entities before processing the properties?
Isn't there a potential bug in MoveEntity if an entity happens to spend the whole distance limit, which gets set to (0,0), and then gets considered unlimited in the next frame?
Can the pointers in the hash function become a memory problem?
I have two gameplay requests - A non-euclidean room and a monster that spans multiple rooms vertically. Are those things possible?
Are renderers reusable?