Dag, implementing orthogonal interactions in a game means way more weird edgecases and time spent coding
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Replying to @WilliamChyr
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@willychyr Mechanics that have a hard intersection with other mechanics.1 reply 0 retweets 0 likes -
Replying to @benedictfritz
@willychyr ex: I'm implementing a tongue that sticks and pulls things. That intersects with most other objects in the world.2 replies 0 retweets 0 likes -
Replying to @benedictfritz
@benedictfritz Oh, I see. I hadn't heard the term "orthogoanl interaction" used before. Did you make that up?1 reply 0 retweets 0 likes -
Replying to @WilliamChyr
@willychyr I don't think so, I'm pretty sure I've heard other people use it before.1 reply 0 retweets 0 likes
@willychyr It's not the best term, but I like the visual of interactions being lines, and interactions need accounting for if they cross
9:27 AM - 3 Dec 2014
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