38 lines
2.1 KiB
Plaintext
38 lines
2.1 KiB
Plaintext
[video output=day043 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="The Equations of Motion" vod_platform=youtube id=LoTRzRFEk5I annotator=abnercoimbre annotator=schme annotator=theinternetftw]
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[01:02][Intro to equations of motion.]
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[2:53][Recap of yesterday's stream.]
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[5:08][Motion in-depth: rigid body dynamics.]
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[9:15][Linear dynamics.]
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[13:53][Fundamental equation of motion.]
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[17:55][Revisiting vectors.]
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[23:50][How we computed motion.]
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[25:35][Some calculus.]
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[28:57][Computing motion differently.]
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[36:31][How it's currently done in the code.]
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[37:10][How we want to change it for our new equations.]
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[40:17][A talk on delta time.]
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[42:46][Piece-wise functions.]
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[43:35][Implementation.]
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[49:13][A look at the game now. We notice player has no friction.]
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[51:22][Implementing some friction.]
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[58:26][Closing remarks.]
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[1:00:40][Q&A][:speech]
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[1:01:23][Why use real physics and not something custom you can handtune?]
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[1:06:59][Why not add an opposite directional deceleration when collisions occur?]
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[1:07:29][Are you concerned that actual physics will retract from the beauty and elegance of the worlds greatest jump code?]
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[1:08:06][What would you need to store if you wanted to rewind time ala Braid?]
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[1:12:53][Is the character a bitmap?]
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[1:13:22][Are we going to normalise the vector from the input, instead of having a special case for diagonals?]
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[1:14:01][Will there be a map function to help determine terrain for friction and collisions?]
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[1:14:37][Why v2 instead of vec2 or vector2?]
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[1:15:13][Why not break the code into smaller functions?]
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[1:16:36][Shouldn't you use a max speed variable?]
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[1:17:32][Someone: Friction negative acceleration based on current velocity would feel better]
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[1:18:06][Can you derive the 1/2at^2 part of the position equation again?]
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[1:23:54][Do you think something like bullet or box2d for player movement is appropriate?]
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[1:25:38][When would you use other integration methods?]
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[1:34:20][Will we use rigid body even after the hero is bouncy and all that?]
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[1:35:00][Correction on question from someone]
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[1:35:49][If we had terrain (ice or mud), we could have an easy convincing example]
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[/video]
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