Sun, Oct 19th 2008, 17:50
Brief Brief
Sun, Oct 19th 2008, 17:50
This is a short, no-nonsense update. The collision system has been improved to fully support heterogeneous collisions between points, circles, and polygons. Some early optimizations have removed a couple bottlenecks and bumped performance by about 50% in "worst case" scenarios. Four of six enemies are more or less complete. The other two are still being debated. It's surprisingly hard to have six different simple enemy types that each offer something unique to the experience. The goal for next week? Have alll six types hammered down and start hooking this all together.








