[video output=day048 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Line Segment Intersection Collisions" vod_platform=youtube id=rWpZLvbT02o annotator=csnover annotator=schme annotator=debiatan annotator=theinternetftw]
[0:00][Intro]
[1:23][Recap]
[2:55][Continuing yesterday's work on collision detection]
[6:56][Writing the wall intersection detection]
[10:38][Fixing backward movement]
[12:02][Fixing divide by zero]
[14:20][Actually move the player]
[18:08][Description of partial wall penetration]
[19:00][Adding the remaining wall tests]
[23:08][New problem: walking through the top wall due to floating point precision loss]
[25:27][Implementing a temporary fix]
[29:15][Looking for another bug causing the character to stop early]
[30:06][Debugging an assertion failure]
[32:50][More collision bugs; time to write a better collision detection system!]
[33:38][Observing the problems with the current collision detection system]
[35:25][What we want from the new system]
[43:26][Q&A][:speech]
[43:53][Can you change the whiteboard colors?]
[46:33][Do you plan on getting into calculus to get better collision detection?]
[47:05][Do you think any need to prototype some features in some other language?]
[47:43][If we changed the resolution of the game, would it change the size of the objects?]
[48:25][Can you do collision detection based on if a bitmap and a pixel has alpha?]
[51:15][Is it interesting to have a tutorial on floating-point computations?]
[52:05][Why not use the old collision system and use the new one only if it finds a collision?]
[53:03][What about the tiles? Will they stay the same if you change resolution?]
[54:53][What is dynamic loading? I thought C code has to be compiled.]
[/video]
