[video output=day047 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Vector Lengths" vod_platform=youtube id=5KzJ0TDeLxQ annotator=csnover annotator=schme annotator=theinternetftw] [0:00][Intro] [1:33][Recap] [2:50][Diagonal move recap] [4:40][New analog stick problem] [10:33][Changing vector length without changing direction] [14:00][Doing it aggressively] [15:48][An important note about ratios and squares] [18:27][Why use length=1?] [20:10][Back to the wall sticking problem!] [21:36][Explanation of search in T implementation] [26:07][Equation for search in T] [29:37][Simplest possible case] [32:20][Division by zero] [35:57][The equation to solve for infinite vertical and horizontal walls] [37:15][Fixing equation for finite wall sizes] [38:30][Implementing the new collision code] [40:40][How to find the tiles to check] [45:50][What to do about multiple wall collisions] [54:13][Q&A][:speech] [55:25][Why did you change from search in p to search in t?] [59:32][How does it handle the state of two separate players on different floors?] [1:00:18][Why is the code complexity for p-search so much bigger than t-search?] [1:03:19][Why not treat the map as a matrix and validate objects and collisions through coordinates?] [1:04:23][Can you elaborate more on how the coordinate system works with the collision detection?] [1:06:51][Can this be extended to 3D collision?] [1:07:04][Could you check the player position and check if it's in the inner side of the wall vectors?] [1:10:42][What's your point on zero-length vector normalization?] [1:12:54][How come sometimes players can glitch through walls or corners? Is it art or programming?] [1:17:04][Do you need to do the math with solid walls and objects or is it basic program arithmetics?] [1:18:42][Chat adds: I think he means graphically. Walls can be hollow inside.] [/video]