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Because Super Mario 64 maps still use only IEEE‑754 32bit floating point numbers for positions, they are only a covering space, not the universal covering space of the collision detection space, which uses short ints I will elaborate below.
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I haven’t profiled how much better bubbletea v2 would be for this game. My intuition is that bubbletea v2 should be almost as bandwidth efficient as my implementation but non-trivially slower.
docs about using regular locks instead of async locks