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anyone ever hacked on the doom codebase know how to iterate over all mobjs in the map? do i need to do a full bsp traversal for this

you can iterate over thinkers for P_MobjThinker but that doesn't catch mobjs that don't have thinkers at all

eidolon boosted
eidolon boosted

sometimes I see time-based logic in drawing and rendering related code and I experience conniptions

eidolon boosted

call-out culture stuff 

My favorite part about callout-culture cult puritans is when they oopsie woopsie say some extremely racist shit and then double down because it's better to be racist than ship fictional characters

doll-out post: please do not throw kids' old dolls in the trash if they are not being played with; donate them instead

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ball out post: if the ball leaves the field, play stops and a designated thrower must throw the ball back into field from the last edge it touched before play recommences

eidolon boosted
eidolon boosted

doom 2016's soundtrack makes me unbelievably furious

eidolon boosted
eidolon boosted
eidolon boosted

CMake random question (pls help) 

How would you typically organize a large project into smaller components? For my C game engine I had organized each subcomponent into separate dynamic libraries to enable runtime dynamic linking and hot reloading, which is easy enough, but for things that must statically link together and are tightly codependent is there a common pattern?

i.e. splitting renderer related code from game logic, audio code, system portability layer, etc

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