&luggen-astro
Day Six.
Made quite some progress today. I ditched the scene hierarchy since I realized I could do deferred removal with packed arrays anyway as long as I sort the indices (or pointers in my case).
The main feature of the day was code compression, introducing callbacks and making "entities" data driven so that now, for instance, emitters can run different particle "systems" based on profile selection.
And finally, enemies can now shoot and kill the player. It's almost starting to look like a game!