Category: physics
- #0007Circle-circle collision assumes equal mass regardless of radius; no per-entity mass field yet
- #0014Cap max_entities rather than build broad-phase collision culling
- #0017Entity.tier is the authoritative discrete identity; radius is tier-derived data
- #0018Collision physics is now mass-aware (proportional to area), superseding the equal-mass simplification
- #0019Same-tier overlapping entities merge into the next tier instead of bouncing, one pair per sweep pass
- #0029Root-caused 'falls too fast, hard to predict' to fully elastic restitution (1.0), not gravity -- lowered to 0.1 to match a real reference-game clone
- #0032Fall was still too slow after decision 0029's bounce fix -- fixed the real drag mismatch (velocity_damping) plus raised gravity, roughly halving real fall time
- #0037Clamp dt inside pe.tick: a real, confirmed entity-entity tunneling risk after decision 0032 raised speed, made worse by zero dt clamping in the game loop