Along with finally shaping up my website, I have recently been working on various different software stuff.
I did some research into applying the Visitor pattern to the old UfoPilot II codebase, as I wanted to finally convert it to MVC. All of the game entities were in a Thing heirarchy, and I reasoned that a good way to visualize them without messing too much with the heirarchy would be to use Visitor. It turned out pretty well, and evolved into factoring out even more stuff that was common between UfoPilot II and UfoXPU, which is a MVCE multiplayer test based on UfoPilot II.
All of that stuff led to me thinking a lot about finally implementing a robust solid based collision solution for 2d games, and the solid library is just that. I wasn't surprised to be reminded once again that the problem isn't really collision detection, it's really collision response, which tends to be very application specific. And I don't think that throwing generic physics systems at the problem is the right way to go either, because sometimes physically accurate != fun. Besides, who would call Super Mario World physically accurate anyway?
I'm thinking that solid can be used for platform-style games with less limitations on the types of geometry that you run around on. Also, I've been seeing images of a very abstract UfoPilot II-style space adventure... As usual, there are lots of unfinished projects in the pipe... :)