I built a seeded random number generator so my particle effects would generate the same way on subsequent starts. This seems like it will be valuable in the long run, since otherwise they could exhibit strange outlier behaviors that don’t show up in testing. I also structured particle collision, though the actual collision code has yet to be written. Also some commission work.
I’m getting a lot done, but it’s stuff that wasn’t in my schedule for the most part, which is kind of worrisome. Oh well.