Monthly Archives: July 2013

July 30th: Edge Cases

I am absolutely certain I have used that title before. Oh well. This is one of many issues with solving the same problem over and over again, one tends to repeat oneself frequently. Also, one tends to frequently repeat oneself, … Continue reading

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July 29th: Still…………. Slow

I don’t really have a good excuse, I just didn’t get much done today. I’m still creeping forward, though: I’ve written code that, though it is yet untested, should be sufficient to determine precisely where in each block the collision … Continue reading

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July 28th: Slow

I was really tired and depressed today so I only made a little bit of progress, just adding the ability for the collision mesh to identify all overlapped tiles. The sloped ones were a bit tricky, but I think my … Continue reading

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July 27th: Drawing Board

So I’m a little bit intimidated by the idea of starting the whole collision thing up again, I can admit that. I’ve just done this, like, a lot of times already. It’s hard not to get discouraged. This is why … Continue reading

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July 26th: A New Way

I didn’t feel quite up to diving right into the depths of my collision code, so instead I’ve spent today’s work time on trying to figure out how it’s going to work before I start. God, I’m getting such deja … Continue reading

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July 25th: Running in Place

My mind has been digging through solutions and discovering reasons why they won’t work. It’s frustrating and exhausting, since the kind of progress that is made by this kind of productivity is the kind that doesn’t go anywhere. Yet. Okay, … Continue reading

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July 24th: Off track

So my confidence that I’d devised the best of all possible solutions to my collision issues is fast waning. There’s a number of issues I’ve discovered with the track method which, while not insurmountable, would require a clusterfuckery of code … Continue reading

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