I actually just realized that I could do generics in c or c++ without template crap, function pointers, or switch cases. For example:
Stupid crap like 'type safety' 'iso standards' is just getting in my way. haha ..Oh boy and think of all the MACROS ! :)Code:inline void InvokeSomeFunction(void* obj, void* f, void* param0) { __asm { push param0 mov ecx, obj; call f } }
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.