Thanks for the code.

On Friday, March 21, 2014 4:41:34 PM UTC-4, Gary Trakhman wrote:
>
> Check out my collision detection here: 
> https://github.com/gtrak/quilltest/blob/master/src/quilltest/balls.clj#L117
>
> I build a map of collided pairs first, then I run through the whole thing 
> to update the relevant stuff.
>
>
> On Fri, Mar 21, 2014 at 4:37 PM, Raoul Duke <rao...@gmail.com<javascript:>
> > wrote:
>
>> > update them one at a time.  Obviously, I do not want to write something 
>> that
>> > updates the enemies and, after the enemies are fully updated, the 
>> bullets
>> > get updated. I need something that updates enemies while updating the
>> > bullets, at the same time.  Maybe a code example would help?
>>
>> er... i suspect you need to explain better... it doesn't make any
>> sense to me what you are saying. you have to break out what you mean
>> by updating, and why they "obviously" cannot be done sequentially.
>> since, i suspect, that's how most all games have done it since the
>> dawn of 8 bit cpus :-) no?
>>
>> i suspect you are saying you don't want enemies to step beyond a
>> bullet or some such issue. but waving some magic concurrency pixie
>> dust is not a solution, at least if you aren't able to explain how it
>> *would* be a solution.
>>
>> generally in simple simulations you accept a certain finite time step
>> that things jump. and you have to deal with that explicitly e.g. in
>> your collision detection or whatever.
>>
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