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> 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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