Block a user
A large drag coefficient can invert velocity
Integration is explicit Euler, so trajectories are frame-rate dependent
Releasing a direction stops the actor dead -- there is no deceleration
A fall accelerates without limit: there is no terminal velocity
P9: the tilemap footprint refactor -- targets 14 and 15, 28 MB of BSS
P8: target 13 needs a realistic map fixture before it needs anything else
P6:
draw_world rescans all 64 actor slots once per layer -- 1024 refcount checks a frame
P5: the per-tile tileset scan, and the four bugs hiding in it
P4: demote the hot-path
SDL_Log lines to SDL_LogDebug
P3: a non-raising sprite lookup -- target 10 is a design target, not a speed one
P2: text texture ring cache -- targets 8 and 9, one cache
P1: string-pool free-list index -- targets 6 and 7, one change
DISABLE_GCC_WARNING_FORMAT_TRUNCATION and RESTORE_GCC_WARNINGS are dead public macros
Decide and write down the
libakstdlib wrapper adoption rule
No
akglConfig.cmake is generated or installed, so find_package(akgl) cannot work
akgl.pc names no dependencies, and akerror.h is part of the public interface
Background music never loops --
bgmprops is 0, which is SDL's "no property set" sentinel
Nothing closes the registry's fonts at teardown, and there is no
akgl_game_shutdown
Heap acquire is asymmetric: only
akgl_heap_next_string takes a reference
Assert leak-free load/release cycles for the sprite, spritesheet and character pools