[59:46][Recommendation for names - instead of stored entities you could have stasis_entity and stasis_region; for the high frequency, you would keep the sim_region and sim_entity.]
[1:00:29][Since we know that an entity's speed is bounded, couldn't we calculate a sim_region with bounds such that no entity can move outside of it during the frame? That way anything that the entity could collide with would be pulled into the sim_region?]
[1:02:29][How many TODOs do you have?]
[1:04:36][How will you handle the disparity in update rate between offscreen and onscreen entities? Does it matter?]
[1:05:40][Will the sim_region away from the player cause large timesteps from the normal?]
[1:06:22][I missed whether this new system is based around discrete rooms or integer mapped coordinates. If it's based on rooms, would it be trivial to think in coords instead?]
[1:06:44][What will happen if your sim_region and player location are at the same place? Will it bug out?]
[1:08:11][Why is the low-high frequency system so important? Isn't creating basic gameplay rules and AI interactions in a small world more in-line with your philosophy of doing the simple thing first?]
[1:13:34][How will we update low frequency regions given the sparse nature of the world?]
[1:14:04][Is there a major advantage to using 'fors' instead of 'whiles'?]
[1:15:10][What will the entities that are not visible on the screen be doing? I can't really think of examples of things that need to be updated if they're far from the player.]
[1:17:33][How many low entities does it take to screw in a light bulb?]
[1:18:26][For your sparse storage, why not store the (x,y,z) coords bit-shifted into an aligned integer to use it as a composite key into a dictionary or hash map?]
[1:20:01][Do you approach design in a similar way to your architecture (i.e. exploration-based design, design sort of emerges itself organically, etc.)?]
[1:20:24][Is multi-threading in the scope of topics for the project?]
[1:21:20][If a far away room gets updated and the rooms around it are updated too, don't we have this recursive problem where the around rooms need their neighbor too?]
[1:22:29][How much work would it take to turn the game you are making from a 2D world into a 3D world?]
[1:23:07][To clarify my early design question, I just mean as far as your design decisions for Handmade Hero.]