Quote Originally Posted by ZoriaRPG View Post
I'm not about to go back to doing things in raw assembly though.
I actually just realized that I could do generics in c or c++ without template crap, function pointers, or switch cases. For example:
Code:
inline void InvokeSomeFunction(void* obj, void* f, void* param0)
{
	__asm
	{
		push param0
		mov ecx, obj;
		call f
	}
}
Stupid crap like 'type safety' 'iso standards' is just getting in my way. haha ..Oh boy and think of all the MACROS ! :)


Quote Originally Posted by ZoriaRPG View Post
.
To clarify my earlier question: How many other objects do NPCs examine to gauge interaction, their movement, and such? Do they consider other NPCs as a factor, as that is something that I would expect to cause exponential performance hindrance.
I've actually never had collisions as a bottleneck so I am literally zero-worried about that. Since 2D rpgs probably have the least collisions of any game I'll probably just use brute force as a placeholder to be honest.

As for what can collide with what, you're welcome to request something. I was thinking of throwing in filter mask for now.