anyway, so far it seems to be more stable, however i'm wondering if i should worry about dealing with such large numbers and scaling them in such a way
to avoid rounding errors I've decided to have my dt in nanoseconds, however now when interpolating positions during render (as per fixed timestep guidelines) i have to multiply dt by 10^-9
@Tyyppi_77 yeah I've thought of merging the adjacent tiles as well, however for starters I'm trying to do ti as simple as possible since certain terrain will be breakable so I'd have to split the merged tiles back
I'm thinking of creating an "object space" array which would contain the positions of every object in the game world, then I'd query this object space on each game loop iteration with the players current position
anyway, I've got some fairly large maps (generated) and I'm using Box2D for physics. Since it'd be an overkill to create a body for every single tile on the map I'm thinking of creating a body pool and dynamically place/move bodies within a certain radius from the player.
have an asset loader which spawns a new thread for loading, and before initializing the asset system call the asset loader and show a loading screen until the asset loader reports it's done
I'd like to show a screen while it's loading but my screen management is separate from ECS and I've got no idea as to how to either convert screens management to a system or how to get them to work together