| Age | Commit message (Collapse) | Author | 
|---|
|  |  | 
|  |  | 
|  | This issue would sometimes occur when renderer was stack allocating
objects. It surprisingly did not occur when items are heap allocated.
I checked the stack locations and it seemed like values were looping
around or atleast overflowing | 
|  |  | 
|  |  | 
|  | - Created a timer struct with helper functions to clean things up
- Removed some redundant and duplicate variables
- Fixed the issue where if a player presses horizontal movement key,
even though we are colliding, the player will still move once it is not
colliding, even though they are not pressing a key. | 
|  |  | 
|  | This prevents movement being very fast on high refresh rate displays | 
|  | - Collisions are checked for each side, to let us know how to proceed
- Equations of motion seem to work fine, except that they don't play
  well with time_delta, and are framerate dependant. | 
|  |  |