use inline and TYPED: in terrain so that vector math can optimize
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ce11431fdb
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72013c88c9
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@ -178,9 +178,9 @@ terrain-world H{
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[
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{ 0 2 3 3 } vshuffle terrain-height-at PLAYER-HEIGHT +
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-1/0. swap -1/0. -1/0. float-4-boa
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] keep vmax ;
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] keep vmax ; inline
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:: collide ( world player -- )
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TYPED:: collide ( world: terrain-world player: player -- )
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world terrain-segment>> :> segment
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player location>> :> location
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segment location (collide) :> location'
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