cinera_handmade.network/cmuratori/hero/code/code634.hmml

127 lines
10 KiB
Plaintext
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

[video output=day634 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Final Collision Resolution Design" vod_platform=youtube id=XoaNOeUB6oY annotator=Miblo]
[0:00][Recap and set the stage for the day][:collision :speech]
[2:10][Determine to switch the :collision detection to use voxel-by-voxel stepping][:speech]
[5:33][Introduce an f32 version of Floor()][:mathematics]
[7:21][Center the FromP around stable :collision voxel bounds in MoveEntityLocally()][:geometry]
[11:16][Introduce a v3 version of Floor()][:mathematics]
[13:06][Continue to switch MoveEntityLocally() to use stable voxel-by-voxel stepping][:collision]
[16:29][Thoughts on embedding recovery][:collision :research]
[19:04][Introduce move_result for MoveEntityLocally() to return][:"data structure" :collision]
[20:53][Voxel :collision states: 1) Any legal corners][:research]
[21:59][Voxel :collision states: 2) Where would the entity be placed?][:research]
[22:33][Make MoveEntityLocally() use GetClosestPointInBox() to compute the entity placement][:collision]
[23:01][Deep thoughts on :collision][:research]
[23:43][Consider using GetClosestPointInBox() on repeated subdivisions of the :collision voxel][:research]
[26:35][@immibis][Something I wondered about The Witness is: Why does the player not move on a navmesh? Then you wouldn't have needed that brute force testing thingy][:collision :movement]
[29:39][@tadasv123][Are you and [@naysayer88 Jon Blow] on the same team or something?]
[29:49][Introduce CollidesAtP() for MoveEntityLocally() to call][:collision]
[32:39][@b1dd1e][So, tuned in just in time to witness a [@cmuratori Casey] epiphany?]
[32:56][@b1dd1e][Yup]
[33:39][@b1dd1e][Do I need a code word?]
[34:32][Introduce [@b1dd1e Mike Biddlecombe]]
[34:49][@b1dd1e][In Vancouver]
[35:03][3D :movement realisation: If we could place an entity in a cell, we may then root-find[ref
site=Wikipedia
page="Root-finding algorithms"
url=https://en.wikipedia.org/wiki/Root-finding_algorithms] to pick exactly where][:collision]
[36:26][Introduce a root-finding[ref
site=Wikipedia
page="Root-finding algorithms"
url=https://en.wikipedia.org/wiki/Root-finding_algorithms] RefineVoxelPlacement() for MoveEntityLocally() to call][:collision :movement]
[49:17][Explain RefineVoxelPlacement()][:collision :movement :research]
[50:13][Fix RefineVoxelPlacement() to halve the tStep each iteration][:collision :movement]
[50:23][Explain the root-finding[ref
site=Wikipedia
page="Root-finding algorithms"
url=https://en.wikipedia.org/wiki/Root-finding_algorithms] of RefineVoxelPlacement() (cont.)][:collision :movement :research]
[54:23][Make MoveEntity() call RefineVoxelPlacement() at the end][:collision :movement]
[54:58][Recap the parameters passed to RefineVoxelPlacement()][:collision :movement :research]
[55:39][Handling shifting FromP: 1) Map it into the cell][:collision :movement :research]
[55:47][Handling shifting FromP: 2) Convect it around the centre of voxel faces][:collision :movement :research]
[56:16][Make MoveEntity() and MoveEntityLocally() map the FromP and ToP into the cell][:collision :movement]
[57:40][@haeristudios][I am really confused with the quality of the video and lighting setup. Why is it so good?]
[58:48][Remove the voxel subdivision code from MoveEntity()][:collision :movement]
[59:17][Plan to pathfind to our nearest legal destination][:collision :movement :pathfinding :research]
[1:01:41][@scanberg][What happened to the glasses?]
[1:02:12][@abecderic][Now I need to learn this stuff. StarCinematographyGalaxy when?]
[1:03:25][@kiewi3][You need a red arrow in the thumbnail]
[1:03:42][Setup MoveEntity() to pathfind to our nearest legal destination, welding in MoveEntityLocally()][:collision :movement :pathfinding]
[1:05:18][Consider calling RefineVoxelPlacement() on multiple cells][:collision :movement :research]
[1:05:43][@mallesbixie][The tip professional Cinematographers do not want you to know!]
[1:06:00][Make MoveEntity() pathfind to our nearest legal destination (cont.)][:collision :movement :pathfinding]
[1:09:12][@mallesbixie][Yeah, now I also spot the divide outside the floor somebody mentioned earlier, at VoxelMinCorner]
[1:09:18][Fix the computation of VoxelMinCorner in MoveEntity()][:collision :mathematics :movement]
[1:09:42][Make MoveEntity() pathfind to our nearest legal destination (cont.)][:collision :movement :pathfinding]
[1:12:29][@sgtrumbi][Is there a return statement in the refine function?]
[1:12:56][Make MoveEntity() pathfind to our nearest legal destination (cont.)][:collision :movement :pathfinding]
[1:16:32][Flipped refinement and movement legality][:collision :movement :research]
[1:18:34][Determine to make MoveEntity() handle :movement from a legal place][:collision :pathfinding :research]
[1:22:24][Make MoveEntity() handle :movement from a legal place][:collision :pathfinding]
[1:31:16][Introduce voxel_move for MoveEntity() to use][:collision :"data structure" :movement :pathfinding]
[1:32:09][Make MoveEntity() handle :movement from a legal place (cont.)][:collision :pathfinding]
[1:40:38][Implement UpdateBest()][:collision :movement :pathfinding]
[1:44:02][Consider this okay for one day's work][:collision :movement :pathfinding :speech]
[1:44:33][Step through MoveEntity()][:collision :movement :pathfinding :run]
[1:46:06][Step through MoveEntity() in -Od][:collision :movement :pathfinding :run]
[1:47:06][Set MOTION_DISPLACEMENT_SIZE to 0.125 (as the closest power of 2 to 0.1) in MoveEntity()][:mathematics]
[1:47:40][Step through MoveEntity()][:collision :movement :pathfinding :run]
[1:49:45][Pull out the DeltaP in UpdateBest() for debugging convenience][:collision :movement :pathfinding]
[1:50:23][Step in to UpdateBest()][:collision :movement :pathfinding :run]
[1:51:57][Retain the Best.DistanceSq as the nearest valid distance in MoveEntity()][:collision :movement :pathfinding]
[1:53:31][Step wildly][:collision :movement :pathfinding :run]
[1:54:17][Update ~remedybg from 0.3.3.3 to 0.3.3.5][:admin]
[1:58:28][Step wildly still][:collision :movement :pathfinding :run]
[1:59:27][Try stepping in -O2, unsuccessfully][:collision :movement :pathfinding :run]
[1:59:40][@sori_daijin][[@cmuratori Casey], you might need new glasses]
[1:59:49][This is still in a bad state][:collision :movement :pathfinding :run]
[2:00:03][Compile in -Od][:collision :movement :pathfinding]
[2:00:33][@ezioauditorerevs][@handmade_hero Did you order the glasses from Apple?]
[2:00:40][Fallacious positive arguments for Apple vs consumer rights :law][:rant :speech]
[2:05:42][@hexadecimalinteger][That's where competition comes in][:economics]
[2:07:31][Step through MoveEntity()][:collision :movement :pathfinding :run]
[2:09:40][@ryuukk_][tl;dr I love capitalism when it works for me. Screw other people][:economics :law]
[2:14:37][@ezioauditorerevs][@handmade_hero Can we get Handmade Political as a podcast?]
[2:16:25][Step through MoveEntity()][:collision :movement :pathfinding :run]
[2:16:55][Flip the sense of our Occupied tests in MoveEntity()][:collision :movement :pathfinding]
[2:17:26][Step through MoveEntity()][:collision :movement :pathfinding :run]
[2:20:19][Fix MoveEntity() to reset Best.Moved each iteration][:collision :movement :pathfinding]
[2:20:36][Step through MoveEntity()][:collision :movement :pathfinding :run]
[2:20:53][The glove moves by whole voxel steps][:collision :movement :pathfinding :run]
[2:21:13][Make MoveEntity() use the result of the pathfinding loop in its final position settings][:collision :movement]
[2:21:50][:Collision is getting there, but the glove can still penetrate the wall][:movement :pathfinding :run]
[2:22:25][Q&A][:speech]
[2:22:43][@damnzl][Hey dude! In love with the stream title, definitely stealing next time I play that game]
[2:23:22][@x13pixels][Q: My apologies for the stepping issue you were seeing. I'll take a look and see wtf is going on!]
[2:24:02][@mindmark42][Q: Can you explain how that .125 thing works?][:mathematics]
[2:28:19][Recommend 'What Every Computer Scientist Should Know About Floating-Point Arithmetic'[ref
author="David Goldberg"
title="What Every Computer Scientist Should Know About Floating-Point Arithmetic"
url=https://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html]][:mathematics :research]
[2:29:32][@b1dd1e][Check out random ASCII (Bruce Dawson) blog posts on floating point[ref
site="Random ASCII tech blog of Bruce Dawson"
page="Category Archives: Floating Point"
url=https://randomascii.wordpress.com/category/floating-point/]]
[2:29:45][@stelios_tv][@handmade_hero The Floating-Point Guide[ref
site="The Floating-Point Guide"
url=https://floating-point-gui.de/]][:mathematics]
[2:29:57][@mikeryp][But how much of a difference can this minute computation really make in real time?][:mathematics]
[2:30:54][Temporarily set MOTION_DISPLACEMENT_SIZE to 0.1 in MoveEntity()][:mathematics]
[2:31:26][Inspect the ToP][:mathematics :run]
[2:32:01][Revert MOTION_DISPLACEMENT_SIZE to 0.125 in MoveEntity()][:mathematics]
[2:32:40][This was a bad example][:mathematics :run]
[2:32:56][Temporarily set MOTION_DISPLACEMENT_SIZE to 0.1 in MoveEntity()][:mathematics]
[2:33:10][Inspect the values resulting from a MOTION_DISPLACEMENT_SIZE of 0.1][:mathematics :run]
[2:33:25][Revert MOTION_DISPLACEMENT_SIZE to 0.125 in MoveEntity()][:mathematics]
[2:33:39][Inspect the values resulting from a MOTION_DISPLACEMENT_SIZE of 0.125][:mathematics :run]
[2:34:22][@hollowjazz35][How long have you been working on this project?]
[2:36:03][@newtothis11][You look like a render]
[2:36:19][@internationalizationist][We need more codelesthenics, [@cmuratori Casey], and you need it as well]
[2:37:29][@ezioauditorerevs][Q: How does your fancy transparent whiteboard work? Did you learn to write backwards, or is it all just mirrored?]
[2:37:44][@bulmanator][I don't understand why we can't show birthdays on the user profile page]
[2:38:00][@ezioauditorerevs]["et-zio" "ow-dit-or-A"]
[2:38:17][@buljanoff][Everyone needs to say the word dynamically at least once]
[2:39:00][@ezioauditorerevs][Q: Ezio Auditore is the main character from Assassin's Creed 2]
[2:39:17][Reflect on the :collision routine][:speech]
[2:39:35][Thanks, everyone][:speech]
[/video]