[130] In(ter)operability
- Conlan Walker

- May 24, 2024
- 1 min read
I got sick this week, and as such got an embarrassingly small amount of work done.
I worked on implementing the object state cache, and collision detection. Only the latter of which I'll bother showing though, as the former is really simple and not at all interesting.
I can't really explain how it works right now, at least in part because it doesn't quite work itself.
Here's the current code for the routine that checks for player collisions with a rectangle:

![[158] Most Important Brick in the Least Important Wall](https://static.wixstatic.com/media/df100d_f70be6ae4318455fbbc605cd1069c6ee~mv2.jpg/v1/fill/w_980,h_410,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/df100d_f70be6ae4318455fbbc605cd1069c6ee~mv2.jpg)
![[157] Mail Order Sacrifice](https://static.wixstatic.com/media/df100d_e284fa6c51b04524bab9d3cf9f1f6441~mv2.png/v1/fill/w_980,h_382,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/df100d_e284fa6c51b04524bab9d3cf9f1f6441~mv2.png)
![[156] Moat of Babble](https://static.wixstatic.com/media/df100d_091e451794b14aecb494a16c15c966c3~mv2.png/v1/fill/w_980,h_705,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/df100d_091e451794b14aecb494a16c15c966c3~mv2.png)
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