very slowly and deliberately adding messaging and signals to objects using SDL's event queue. Basically tiles can send custom events with their unique id and a pointer to their animation class that gets caught by an event loop in the tilemap, which adds and removes them from a table. I just have to iterate that table and update all animations at once. Should be fine.

For some reason the tilemap is rendering random tiles though.

Should be fine.

#gamedev #luajit #sdl3

Welp, that was a waste of time. Animation does work (again) and I do have signaling and messaging it just turns out I don't actually *need* it to make animation work. My cool new idea was functionally no different than what I was already doing, just in a different order. So ... later.

I found the old raycaster code I thought I lost so maybe I can finish that "article" on raycasting I started earlier this year but abandoned because I couldn't actually get the code to work.