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Cripes 2.0: A short note

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Holy smokes!! I put in the resource managing stuff, and my maze generation time dropped to under fifty ticks. No needless copying of sprite buffers apparently! Each Entity now holds a const SpriteSet* to its associated set of sprites. The SpriteSets are created only when loading them in from a file; when EntityLoader Construct()s an Entity, it constructs it with a pointer to its SpriteSet. I had no idea it would make that much of a difference! Better, I think I can turn my Corner# entities back into one Corner entity, but I'll save that for tomorrow... er I mean later today.

For your regularly scheduled journal entry, please scroll down one post. Nothing else to see here!
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