[1:00:58][@yoonfan][When I write event-driven code, I am often forced to use dynamic memory allocation to preserve some state until it is needed by the callback. How do you deal with those situations?]
[1:03:35][@robrobby][Would the Handmade debug view enable viewing structs like world mode?]
[1:03:58][@longboolean][When moving diagonally, will it be clear to the player which way the body will go to get to the diagonal entity? Right now it seems kind of random]
[1:05:55][handmade_world_mode.cpp: Introduce DesiredDirection in order to make the body move more directly to the head]
[1:07:28][handmade_math.h: Introduce NOZ (Normalize or Zero)]
[1:12:14][Run the game and try out our new movement]
[1:12:37][handmade_world_mode.cpp: Conditionally set the closest point]
[1:14:03][Run the game and see the body stopping more close to the points]
[1:15:21][handmade_world_mode.cpp: Revert to the original movement]
[1:16:43][@chronaldragon][This may just be an illusion but it looks like the body is snapping to the corner of tiles. Usually in tile-based games, entities occupy the center of a tile. Is this intentional?]
[1:17:22][handmade_world_mode.cpp: Make MakeSimpleFloorCollision draw the tiles]
[1:18:01][Run the game, see the tiles and move around on them]
[1:18:40][@chronaldragon][At the end of Q&A, can you announce a reminder that the forums are going down shortly?]
[1:18:54][handmade_world_mode.cpp: #if 0 that tile drawing]