29 lines
1.7 KiB
Plaintext
29 lines
1.7 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Line Segment Intersection Collisions" vod_platform=youtube id=rWpZLvbT02o annotator=csnover annotator=schme annotator=debiatan annotator=theinternetftw]
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[0:00][Intro]
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[1:23][Recap]
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[2:55][Continuing yesterday's work on collision detection]
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[6:56][Writing the wall intersection detection]
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[10:38][Fixing backward movement]
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[12:02][Fixing divide by zero]
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[14:20][Actually move the player]
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[18:08][Description of partial wall penetration]
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[19:00][Adding the remaining wall tests]
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[23:08][New problem: walking through the top wall due to floating point precision loss]
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[25:27][Implementing a temporary fix]
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[29:15][Looking for another bug causing the character to stop early]
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[30:06][Debugging an assertion failure]
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[32:50][More collision bugs; time to write a better collision detection system!]
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[33:38][Observing the problems with the current collision detection system]
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[35:25][What we want from the new system]
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[43:26][Q&A][:speech]
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[43:53][Can you change the whiteboard colors?]
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[46:33][Do you plan on getting into calculus to get better collision detection?]
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[47:05][Do you think any need to prototype some features in some other language?]
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[47:43][If we changed the resolution of the game, would it change the size of the objects?]
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[48:25][Can you do collision detection based on if a bitmap and a pixel has alpha?]
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[51:15][Is it interesting to have a tutorial on floating-point computations?]
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[52:05][Why not use the old collision system and use the new one only if it finds a collision?]
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[53:03][What about the tiles? Will they stay the same if you change resolution?]
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[54:53][What is dynamic loading? I thought C code has to be compiled.]
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[/video]
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