[58:52][Q: For zooming out, could you somehow modify MetersToPixels to make things smaller as you zoom?]
[59:39][Q: What is inline v2?]
[1:01:04][Q: Why use Emacs versus Visual Studio's IDE?]
[1:02:36][Q: Is Emacs better than Vim, or is it just preference?]
[1:03:43][Q: Do you think that how fast code runs is the best metric for good code, or do you value simplicity or extensibility as well?]
[1:05:59][Q: Why are you using Visual Studio here if you use Emacs?]
[1:06:34][@swagkitty69][Did you ever figure out a fix for Emacs whenever you try to create a new file and the patch changes?]
[1:07:03][Q: What's guiding you to make steps towards completing the game, i.e. a list of requirements for the game?]
[1:08:54][Q: Do you ever get annoyed with reading a high depth of nested for loops?]
[1:09:55][Q: Was watching some ROM hacking earlier and watching the registers and memory update in real time was really cool. Do you think a debugger for C could work as well as that?]
[1:10:39][Q: How much time do you spend outside the stream in thinking about the code and game design? If you coded eight hours a day, would you be able to code consistently with the same pace as during your stream?]
[1:11:38][Q: Can you please put in a proper PRNG before you write world gen algorithms?]
[1:12:46][Q: Do you ever feel the need to use recursive functions?]
[1:13:15][Q: Do you build with build.exe in command prompt or batch file?]
[1:14:11][Q: When you say "renderer", what exactly does that mean? If the drawing you have now isn't rendering, then at what point do we go from drawing to rendering?]
[1:15:55][Q: Have any of your friends voiced disagreement with design decisions you've made in this engine?]
[1:16:22][Q: How do you distinguish between what a lot of people might called "premature optimisation" versus ensuring a good design that allows for high performance? The difference there seems really subtle. I feel that designing for high performance is simply organising the code and writing in such a way that does not unnecessarily slow down the code and prevent future optimisations, while premature optimisation is simply optimising something because you think something will be slow without evidence]
[1:19:52][Q: 4096 random numbers]
[1:20:03][Q: Will we have positionless entities? Would something like the current price of Almond Milk futures be an entity?]
[1:20:22][Q: Will you be making a level / tile map editor for this game, for easier level creation?]
[1:20:40][Q: What is your algorithm for a collision with three and more entities?]
[1:21:21][Blackboard: Moving in 1/30th sec]
[1:23:15][Q: Do you plan to use some form of logging for debugging purposes?]
[1:23:48][Q: When you remove a LowEntity from the Chunk list, you swap another into its place. Won't that mess with references?]
[1:24:15][@happy_vertex][Even for slow frequency entities?]