Combine movement update systems #6

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opened 2025-07-29 09:38:32 -07:00 by robert · 1 comment
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The velocity-to-position integration and position-to-transform assignment can run in any order. This means the true location, controlled by the Position(Vec2) component can have a different location that the Transform component paints on screen.

The velocities are small enough that this probably doesn't matter for gameplay, but it is a bug.

The velocity-to-position integration and position-to-transform assignment can run in any order. This means the true location, controlled by the `Position(Vec2)` component can have a different location that the `Transform` component paints on screen. The velocities are small enough that this probably doesn't matter for gameplay, but it *is* a bug.
robert added the bug label 2025-07-29 09:38:32 -07:00
robert added this to the Finish the Game project 2025-07-29 09:38:32 -07:00
robert moved this to To Do in Finish the Game on 2025-07-29 09:55:33 -07:00
robert moved this to In Progress in Finish the Game on 2025-08-09 11:36:55 -07:00
robert added the invalid label 2025-08-09 13:20:24 -07:00
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Issue invalidated by e834d94b8a.

It wasn't necessary to have the Position component at all. Rather than controlling execution order, I've just removed the redundant component.

The ordering between linear velocity and angular velocity calculations is not important within a single frame. That isn't an issue, either.

Issue invalidated by e834d94b8ae23733e727ae26b4dc586ffe367864. It wasn't necessary to have the `Position` component at all. Rather than controlling execution order, I've just removed the redundant component. The ordering between linear velocity and angular velocity calculations is not important *within a single frame*. That isn't an issue, either.
robert moved this to Closed in Finish the Game on 2025-08-09 13:23:37 -07:00
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Reference: robert/another-asteroids#6