cinera_handmade.network/cmuratori/hero/code/code044.hmml

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[video output=day044 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Reflecting Vectors" vod_platform=youtube id=2nyNOJoVC8M annotator=schme annotator=debiatan annotator=theinternetftw]
[00:33][Importance of vector math]
[02:09][Recap of last episode]
[03:36][On the homogeneity of scalar and vector math notation]
[05:45][Goal for today: bouncing off of walls]
[07:06][Blackboard diagram of expected bouncing behavior]
[07:47][Axis-aligned vector reflection]
[12:26][General-case vector reflection]
[15:02][The inner/scalar/dot product]
[23:41][Applications of the inner product: vector length]
[27:15][Applications of the inner product: measurement of vectors on new reference frames]
[34:22][Solving general reflection using the inner product]
[40:24][Implementing the solution]
[43:22][Placeholder code to detect orientation of colliding walls]
[49:19][Short comment on loss of energy and coefficient of restitution]
[50:25][Challenge to the stream: how do you run along the wall?]
[51:51][Answer to the challenge]
[53:28][Discussion on sticky behavior]
[58:13][Q&A][:speech]
[59:31][Can you explain again why the hero was sticking against the wall?]
[1:02:43][When do we scale down the hero?]
[1:03:11][Have you considered using sin(0) to sin(90) as a non-linear inertia curve?]
[1:03:51][Will you eventually handle player and monsters in some kind of physics engine?]
[1:04:32][Do you need to code in different collision detection for the enemies?]
[1:05:09][Will you add comments to the source for those who preordered?]
[1:05:45][Do you plan on having non axis-aligned walls in the maps?]
[1:07:12][What do you think about position based dynamics?]
[1:08:42][Are we going to do continuous collision detection?]
[1:09:08][Is the computational cost of functions something you only learn by experience?]
[1:11:08][Will you end up in problems when walking into corners after the sticking fix tomorrow?]
[1:11:27][Will there be a minimum distance to the wall?]
[1:12:03][Will computing a vector where the player will stop just before the wall solve the sticking?]
[1:13:13][Additional explanation to the bounce vector calculation]
[1:19:25][Is there a way to speed up the DrawBitmap code?]
[1:21:15][Suggestion to remove reblitting the background to improve performance]
[1:22:08][Stream notes Casey drew the cos/sin triangle wrong]
[1:23:39][A wish to mention formal keywords to help people look things up]
[1:24:53][Was the Witness collision trick to try maintain the distance traveled?]
[1:25:21][Why does wall bouncing not seem to cause sticking, but sliding does?]
[1:27:06][Stream mentions KhanAcademy for learning math]
[1:27:20][Will the rendering code be able to squash bitmaps?]
[1:28:01][Could you/would you benefit from unrolling the collision loop ... ?]
[/video]