[56:42][How will collision be done with moving backgrounds? Such as mazes and moving tiles? Or that won't be in this game?]
[59:36][Why don't we use .c instead of .cpp?]
[1:00:03][When you started with enums, why did you start with (1 << 1) instead of (1 << 0?)]
[1:00:26][How big are the source files getting? Are you feeling overwhelmed by the size yet?]
[1:01:55][What happens when you somehow glitch through a wall? Will the game crash?]
[1:02:47][How many lines have you written so far?]
[1:03:12][In what situation would you prefer callbacks to a huge switch-case block?]
[1:07:40][Do we load and draw everything manually to a DIB section, then blit the final image?]
[1:08:15][After you mentioned the 'do all collisions at one time' thing, it seems like in addition to being greatly easier to implement, it also matches the real-world better, like summing all the forces to get the net direction. Why would anyone every want to do an update function for each object?]
[1:09:42][I \[Jonathan Blow\] use cloc to count lines. It is pretty decent.]
[1:12:06][Besides the bits that are obviously tacked on, would you consider the Windows GUI a good API?]
[1:13:40][I guess I should have asked how big it has to get for you to start feeling overwhelmed.]
[1:14:29][How'd you decide on this order to build up the engine? Was it intuition or experience?]
[1:19:09][Speaking of UML and diagrams, do you ever use class schematics for code planning?]
[1:19:42][Don't you need to be able to enumerate every possibility in order to use a switch statement? What if you wanted to make a system that can be extended?]
[1:21:33][Why use switch statements instead of just big if-else blocks?]
[1:21:54][Will the way in which collisions are handled be order-independent?]
[1:22:56][Is it better to debug as you go or towards the end of a programming cycle?]
[1:25:05][Actually you want to pass --no3, otherwise it \[cloc\] is lying about the number of lines - it is dumb.]
[1:26:39][Will the game have multiplayer and/or co-op?]