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License: MIT License
LibGDX 2D RPG
License: MIT License
Patch collision detection for the naive movement system special case.
Player cannot move orthogonal to the colliding entity.
Allow sliding between two collision boxes if pinned
Need data transfer from json files into generic Ashley entities' components.
The builder pattern would probably be extremely useful here
Our current implementation of collision detection is O(n * m) time where n = #entity bounding boxes and m = #RectangleMapObject bounding boxes. To improve this, we could store RectangleMapObject bounding boxes in a quadtree grid for O(log m) lookup to compare to entity bounding boxes. Doing so would improve runtime to O(n log m).
Figure out how to implement GLProfiler to debug render calls and reduce OpenGL texture bindings.
Convert most or all of the current Java code to Kotlin and maybe use Kotlin LibKTX in place of standard Java LibGDX.
QuadTree seems to retrieve incorrect bounding boxes at times...
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