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RobRivera
3 months ago
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Game devs explain the tricks involved with letting...
Total self brag, one of the key foundations of my game engine is that every single instance of any object has an anchor to a timing system, and pausing can be propogated on the same cycle as the input-capture at the most granular level as desired.
I really need to start blogging my notebook
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I really need to start blogging my notebook