[video output=day069 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Pairwise Collision Rules" vod_platform=youtube id=YrqQLA9SOEc annotator=schme annotator=jpike] [1:35][Recap of where we left off with collision responses] [4:44][Changing things so that stopping on collision is part of collision handling] [6:25][Overview of ignoring certain collisions] [13:40][Restructuring collision code for ignoring certain collisions with rules] [23:33][pairwise_collision_rule and collision rule hash table for ShouldCollide] [31:27][Tricky problem - How to remove collision rules?] [34:11][AddCollisionRule function] [39:42][Adding first rule - sword shouldn't collide with entity that throws us] [41:55][Adding collision rule when StopsOnCollision is false] [43:37][Problem - Don't want to keep on adding new collision rules] [47:16][Clearing collision rules for an entity] [58:15][Debugging collision rule code] [1:04:05][Q&A][:speech] [1:05:03][What stops us from programming a game that directly boots into BIOS (hooks up to hardware as low as possible basically)?] [1:07:11][Do you ever use function pointers?] [1:09:07][Should the thrown entity have the player's direction/speed added to its thrown speed/direction so you cannot catch your own throws?] [01:10:34][Could you explain again why you should order the entities before processing the properties?] [1:12:30][Isn't there a potential bug in MoveEntity if an entity happens to spend the whole distance limit, which gets set to (0,0), and then gets considered unlimited in the next frame?] [1:14:07][Can the pointers in the hash function become a memory problem?] [1:16:41][I have two gameplay requests - A non-euclidean room and a monster that spans multiple rooms vertically. Are those things possible?] [1:19:11][Are renderers reusable?] [/video]