tachikoma
  • Joined on 2026-08-02
tachikoma opened issue andrew/libakgl#45 2026-08-02 18:33:30 -04:00
akgl_Actor::layer is unbounded but draw_world stops at AKGL_TILEMAP_MAX_LAYERS
tachikoma opened issue andrew/libakgl#44 2026-08-02 18:33:29 -04:00
akgl_actor_render hard-codes SDL_FLIP_NONE, doubling the art cost of a side-on character
tachikoma opened issue andrew/libakgl#43 2026-08-02 18:33:27 -04:00
akgl_tilemap_compute_tileset_offsets silently requires spacing == 0 and margin == 0
tachikoma opened issue andrew/libakgl#42 2026-08-02 18:33:26 -04:00
akgl_character_sprite_add leaks a reference when the same sprite is re-added
tachikoma opened issue andrew/libakgl#41 2026-08-02 18:33:25 -04:00
akgl_TilemapLayer does not record a layer's name
tachikoma opened issue andrew/libakgl#40 2026-08-02 18:33:24 -04:00
use_own_physics is set and never read
tachikoma opened issue andrew/libakgl#39 2026-08-02 18:33:23 -04:00
Every actor spawned from a map is invisible on frame one
tachikoma opened issue andrew/libakgl#38 2026-08-02 18:33:22 -04:00
Actors and characters unregister under a different key than they register
tachikoma opened issue andrew/libakgl#37 2026-08-02 18:33:21 -04:00
Parent/child offset is double-counted at draw time
tachikoma opened issue andrew/libakgl#36 2026-08-02 18:33:20 -04:00
akgl_game_update calls simulate through a NULL pointer -- segfault on frame one
tachikoma opened issue andrew/libakgl#35 2026-08-02 18:33:19 -04:00
akgl_ControlMap.mouseid, .penid and the axis fields are dead, deliberately
tachikoma opened issue andrew/libakgl#34 2026-08-02 18:33:18 -04:00
An actor cannot be scaled per axis
tachikoma opened issue andrew/libakgl#33 2026-08-02 18:33:17 -04:00
A character's state-to-sprite binding can be replaced but not removed
tachikoma opened issue andrew/libakgl#32 2026-08-02 18:33:14 -04:00
A large drag coefficient can invert velocity
tachikoma opened issue andrew/libakgl#31 2026-08-02 18:33:12 -04:00
Integration is explicit Euler, so trajectories are frame-rate dependent
tachikoma opened issue andrew/libakgl#30 2026-08-02 18:33:11 -04:00
Releasing a direction stops the actor dead -- there is no deceleration
tachikoma opened issue andrew/libakgl#29 2026-08-02 18:33:10 -04:00
A fall accelerates without limit: there is no terminal velocity
tachikoma opened issue andrew/libakgl#28 2026-08-02 18:33:09 -04:00
P9: the tilemap footprint refactor -- targets 14 and 15, 28 MB of BSS
tachikoma opened issue andrew/libakgl#27 2026-08-02 18:33:08 -04:00
P8: target 13 needs a realistic map fixture before it needs anything else
tachikoma opened issue andrew/libakgl#26 2026-08-02 18:33:07 -04:00
P6: draw_world rescans all 64 actor slots once per layer -- 1024 refcount checks a frame