The reason to integrate the Farseer physics engine was basically two fold: time savings and educational. I just wanted fast, reliable physics for not only the level but also for projectiles and actors. Also I wanted to learn more about the Farseer physics engine for possibly integrating into future games.
The enemy AI were straight forward state machines.
As you are probably aware by now, raycasting in its nature is efficient. I have limited the level size to 64x64 to simplify level editing. The original tests were 512x512 but designing the editor was a pain and it was SO easy to get HORRIBLY lost. Since the engine only draws the calculated 800 rays you see in front of you (one for each pixel) it never had a hiccup from level size. The level sizes could technically be much bigger since they're simply 2D byte arrays.
I hope this answers your questions but feel free to let me know if you need to know more!

) but dang it if it doesn't feel good to make a game and have people just try it. Congrats to everyone!







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