query: Endless runner game: Dynamic world vs Static world
positive_passages.docid: 26036
positive_passages.text: Should I move the world or move the player?
negative_passages.docid: 51968
negative_passages.text: Minecraft World Loaded Detection Using Redstone (Save file load detection)
negative_passages.docid: 92771
negative_passages.text: Run faster than outer turret attacks
negative_passages.docid: 115322
negative_passages.text: How can I adapt A* pathfinding to work with platformers?
negative_passages.docid: 109425
negative_passages.text: Player maps - draw beforehand or during exploration?
negative_passages.docid: 91219
negative_passages.text: How to properly handle collision in a component-based game?
negative_passages.docid: 78158
negative_passages.text: How can I optimise a Minecraft-esque voxel world?
negative_passages.docid: 84336
negative_passages.text: Dynamic Epicycles
negative_passages.docid: 92203
negative_passages.text: Moving around/avoiding obstacles
negative_passages.docid: 122472
negative_passages.text: Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?
negative_passages.docid: 56004
negative_passages.text: Game states & passing data between scenes
negative_passages.docid: 36678
negative_passages.text: Static as opposed to Kinetic Friction in Rolling Motion
negative_passages.docid: 57951
negative_passages.text: What should a main game loop do?
negative_passages.docid: 253
negative_passages.text: Saving player's progress in a Unity game
negative_passages.docid: 136381
negative_passages.text: Fast input/output in competitive programming
negative_passages.docid: 70802
negative_passages.text: Difference between static memory allocation and dynamic memory allocation
negative_passages.docid: 118966
negative_passages.text: How are trajectories calculated and transmitted to other players, in multiplayer?