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