Before we wrap up our journey together, I’d like to spend a bit of time talking about how we enable interactions between players and the world.
In this chapter, we’re going to look at how to handle proximity-based interactions and how to display interactions when they happen.
It’s a little difficult to show these concepts without the context of a game, because they are so dependent on the specifics of the game; but we’ll try anyway.
I’ll talk through different code approaches, but I don’t expect you to create ...