this post was submitted on 23 Jul 2026
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Rust
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I think you're right since a given object interacting with something else is commutative. As long as you iterate through all entities with a given set of components (all mobs against all collision borders) I'm pretty sure it doesn't matter what order you calculate them in even as long as you resolve it all by the next tick in the game world state. You're also only reading values from many places and updating one value with the variable that owns it and can mutate it.
Also sorry, I realized I worded my response a little rude earlier. Didn't mean it like that, I was just speaking matter of factly!