Spawn position can be pre-transformed as relative position to enemy.
In order to use the bullet data, we will need to find the enemy instances that match the enemy type in order to spawn at correct relative location.
- Take the opportunity to remove enemy type vs enemy variation type distinction. That extra bit of abstraction doesn’t buy us anything. Limit total enemy types to 64. It was bugging me anyway and I shouldn’t have added it in the first place.
- Create a bit vector per wave which tells us if an enemy type is used in that wave or not. To use as broadphase check. Update exporter to save 64 bit value.
- Next we’ll need to be able to lookup instance index by enemy type per wave.
1 view
2262
684
6 days ago 00:20:33 1
Movie “Wicked” Sign of the End Time
2 weeks ago 00:20:08 1
11월 월간견적 가성비 게이밍 조립PC 컴퓨터 견적 | 9800X3D, 7800X3D 재고보유 | 전원만 켜세요
3 weeks ago 01:15:17 1
Время. Эфир 3 ноября 1977
4 weeks ago 02:07:42 1
Слава КПСС — о свадьбе, дружбе с OG Buda, зависимости и новом лучшем альбоме
1 month ago 02:19:13 1
La Matinale 28/10 : Sommet des BRICS : La mise en place du nouveau monde !
1 month ago 01:47:41 1
Марк Бартон: Замужество, измены, конфликты в семье и онкология, похудение без диет, мобилизация
1 month ago 00:18:26 6
Dua Lipa: Tiny Desk Concert
1 month ago 00:03:08 1
Яблочный пирог 4 стакана или Яблочный манник! Все размешал и в духовку!
1 month ago 00:13:55 1
БОРЩ - за уши не оттащишь! | Рецепт от шефа Бельковича!