73 lines
6.3 KiB
Plaintext
73 lines
6.3 KiB
Plaintext
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[video output=day645 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Switching to Voxel Centers for Collision" vod_platform=youtube id=UCdJhmFhwHc annotator=Miblo]
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[0:00][Recap and set the stage for the day][:collision :speech]
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[1:14][Consider: 1) Giving entities a "participates in :collision" bitfield][:speech]
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[1:44][Consider: 2) Is the world generator erroneously creating entities without a :collision volume?][:speech]
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[1:52][Consider: 3) Finishing the :collision system, with embedding recovery and spatial partitioning][:speech]
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[5:24][Demo our unoptimised :collision :performance][:run]
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[7:19][Step through the diagrams of a :collision embedding bug][:"debug visualisation" :run]
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[9:20][Consider making the :collision checks symmetric][:run]
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[14:03][Consider snapping the entity's position to the voxel center before testing for :collision][:run]
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[14:50][Reproduce an embedding bug between the glove and familiar][:collision :run]
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[16:32][Set up to perform :collision on discrete boundaries][:research]
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[18:03][Consider switching to voxel centers for :collision][:research]
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[20:50][Switch to voxel centers for :collision, modifying voxel_stack][:"data structure"]
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[22:41][A few words on feeling stupider vs smarter than you are][:speech]
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[23:43][Respecify voxel_corners as voxel_center][:collision :"data structure"]
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[24:15][Consider our :collision testing to be faster and symmetric, once it's switched over][:research]
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[25:06][Switch MoveEntity() to use voxel centers for :collision, changing AlignToMovementVoxel() to use Round()]
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[33:31][Introduce GetMovementVoxelIndex() for MoveEntity() to use, and remove voxel_grid from voxel_stack][:collision :"data structure"]
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[37:34][@tim7775][The problem with feeling stupid is that it can make you want to quit. While feeling smart makes you want to keep going]
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[38:33][Continue switching MoveEntity() to use voxel centers, relieving it of checking corners][:collision]
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[42:11][Make PushVoxelStack() call CollidesAtP()][:collision]
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[50:23][Augment voxel_stack with a MinCenterP for MoveEntity() to set][:collision :"data structure"]
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[51:42][Introduce GetVoxelCenterP() for MoveEntity() to call, removing the voxel iterator][:collision]
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[54:08][Change PushVoxelStack() to call IsInArrayBounds() and use HaveTested][:collision]
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[59:11][Remove CheckCorners() and change MoveEntity() to call GetVoxelCenterP()][:collision]
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[1:00:02][Introduce GetVoxelBounds() for MoveEntity() to call][:collision]
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[1:02:04][Consider cleaning up this code][:collision :research]
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[1:02:55][Our voxel center-based :collision runs first time][:run]
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[1:04:04][Let UpdateAndRenderEntities() call PushCube(), to draw the walls][:"entity system"]
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[1:04:46][Try out our voxel center-based :collision][:run]
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[1:05:19][Determine to clean up this code][:collision :research]
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[1:07:15][Make MoveEntity() pass GetVoxelCenterP() as FromP to RefineVoxelPlacement()][:collision]
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[1:08:39][Clean up the PushVoxelStack() branch in MoveEntity()][:collision]
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[1:12:38][Enable PushVoxelStack() to handle embedding recovery][:collision]
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[1:21:12][Replace the voxel_stack's b8 HaveTested with u8 OccupyCode, for MoveEntity() to pass to PushVoxelStack(), introducing GetOccupyCode()][:collision :"data structure"]
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[1:24:02][Enable PushVoxelStack() to handle embedding recovery (cont.)][:collision]
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[1:26:23][Remove embedding repulsion code from MoveEntity(), and search for the nearest unoccupied position around the initial embedded position, introducing occupy_code][:collision]
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[1:31:01][Try out our :collision and embedding recovery][:run]
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[1:32:40][Make CollidesAtP() call AlignToMovementVoxel() on each TestEntity][:collision]
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[1:33:49][Try out our :collision detector][:run]
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[1:35:27][Make CollisionEditor() create a "Disable Diagrams" button][:collision :"debug visualisation" :ui]
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[1:37:22][Try out our "Disable Diagrams" button][:collision :"debug visualisation" :run :ui]
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[1:37:41][Augment diagram_group with CaptureFrameCount and make CollisionEditor() create a "Capture Frames" slider to set this value][:collision :"data structure" :"debug visualisation" :ui]
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[1:40:22][Try out our "Capture Frames" slider][:collision :"debug visualisation" :run :ui]
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[1:41:17][Try out our :collision detector][:run]
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[1:42:52][Q&A][:speech]
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[1:43:18][@technicbeam][Chat was too quiet this stream]
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[1:44:05][@mindmark42][Q: Can you explain the issue with two objects colliding again? Does using voxel centers fix it?][:collision]
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[1:46:26][@sagian2005][Q: Do you have chat set to subscriber only again?]
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[1:46:41][@wallfacer7][How much verticality is there going to be? Because gameplay-wise you may end up restricting :collision to a plane, and then maybe this would all be a lot simpler]
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[1:47:08][@purpleeleven][Q: Won't that result in clipping?][:collision]
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[1:48:00][@purpleeleven][If you check based on the center then adjust the position, then you can have sprites appearing inside walls][:collision]
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[1:49:41][@sagian2005][Q: Did you know you can set enum types now. Just '\: type' after the name. It still has to be integral][:language]
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[1:50:38][Try using \: u8 on occupy_code][:language]
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[1:52:16][@headless_corpse][Q: Do you recommend this book "Tricks of the Windows Game Programming Gurus" by André Lamothe in 2021?[ref
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author="André LaMothe"
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title="Tricks of the Windows Game Programming Gurus, 2nd Edition"
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isbn="9780672323690"
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publisher="Sams Publishing"
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url=https://www.informit.com/store/tricks-of-the-windows-game-programming-gurus-9780672323690]]
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[1:52:59][@sagian2005][Q: What is the reason that things like SimRegion get passed around instead of plucking it from a global variable? Is it just preference? Are there cache considerations?]
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[1:55:14][Wrap it up with a plug of Meow the Infinite: Book Two[ref
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site=Kickstarter
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page="Meow the Infinite: Book Two"
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url=https://www.kickstarter.com/projects/annarettberg/meow-the-infinite-book-two] and further streams][:speech]
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[1:58:46][@dj_turfie][Man, I've been loving these lightboard code talks. I would pay good money for more of these. I think you've got a good concept here!]
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[2:00:08][@memfault][Q: Does [~hero Handmade Hero] work on Linux or do I need to follow on Windows?][:"operating system"]
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[2:00:45][Plug Star Code Galaxy[ref
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site="Star Code Galaxy"
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url=https://starcodegalaxy.com/]][:speech]
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[2:05:49][Wrap it up with a plug of an upcoming :cryptocurrency interview with Alex Gladstein][:speech]
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[/video]
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