47 lines
2.7 KiB
Plaintext
47 lines
2.7 KiB
Plaintext
[video output=day050 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Basic Minkowski-based Collision Detection" vod_platform=youtube id=_g8DLrNyVsQ annotator=csnover annotator=schme annotator=theinternetftw]
|
|
[0:00][Intro]
|
|
[0:33][Recap]
|
|
[2:39][To do today: Gliding/skating and area-based collision detection]
|
|
[3:47][Review of collision detection up to this point]
|
|
[5:06][Area-based collision detection (Minkowski sum/difference)]
|
|
[6:55][Example: A player with size passing through two blocks]
|
|
[8:50][Introduction of Minkowski algebra: algebra with shapes]
|
|
[12:21][Chumped by Krita]
|
|
[15:24][Back to the Minkowski sum: rectangle + circle]
|
|
[16:45][Similar shapes]
|
|
[17:45][Dissimilar & complex convex shapes: GJK algorithm]
|
|
[20:58][Rectangles-only collision detection]
|
|
[25:55][Taking entity size into account]
|
|
[33:45][Sticky walls appear]
|
|
[36:05][Changing the origin point of the player]
|
|
[38:00][More sticking walls debugging]
|
|
[43:45][Implementing gliding]
|
|
[48:00][Correcting velocity during collision]
|
|
[56:10][Debugging final sticking bug]
|
|
[1:00:40][Moving the epsilon to stop directly on the wall]
|
|
[1:03:20][Or not…]
|
|
[1:04:20][Debugging first loop through the wall collision loop]
|
|
[1:09:58][Debugging the second loop through the wall collision loop]
|
|
[1:18:05][Moment of enlightenment]
|
|
[1:19:22][Q&A][:speech]
|
|
[1:21:05][Why is the heros head 1.5 meters in diameter?]
|
|
[1:21:29][How would you handle concave objects with Minkowski?]
|
|
[1:22:41][Why isn't the game split up in smaller, more modular files?]
|
|
[1:24:51][Is the alpha channel in the art assets created by the artist?]
|
|
[1:25:21][How many years since you started doing games?]
|
|
[1:26:37][I usually just hope the framerate stays high enough for the velocity not to get too high]
|
|
[1:28:57][Can't you have multiple views of the same file with emacs?]
|
|
[1:29:26][Will you be able to use minkowski with rotating and diagonal objects?]
|
|
[1:33:30][How long have you been working on this game?]
|
|
[1:33:57][Is it possible to make an assert that lets you continue on failure?]
|
|
[1:34:17][Are you doing any cyclomatic complexity analysis?]
|
|
[1:34:43][How would you represent a large sidescroller 2D world?]
|
|
[1:35:43][Is it possible to determine the point of collision?]
|
|
[1:36:11][Seems like the inability to represent convex objects is a major for problem for physics]
|
|
[1:37:15][I meant determining the point of collision with the general GJK algorithm]
|
|
[1:38:27][Are we doing a Raspberry Pi port just for the heck of it?]
|
|
[1:39:24][Cyclomatic complexity: a direct measure of the number of linearly independent paths through the code]
|
|
[1:39:50][BeagleBone black is better than Raspberry Pi I think]
|
|
[1:41:01][Can't you do straight on hardware on the PC?]
|
|
[/video]
|