24 lines
1.8 KiB
Plaintext
24 lines
1.8 KiB
Plaintext
[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Pairwise Collision Rules" vod_platform=youtube id=YrqQLA9SOEc annotator=schme annotator=jpike]
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[1:35][Recap of where we left off with collision responses]
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[4:44][Changing things so that stopping on collision is part of collision handling]
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[6:25][Overview of ignoring certain collisions]
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[13:40][Restructuring collision code for ignoring certain collisions with rules]
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[23:33][pairwise_collision_rule and collision rule hash table for ShouldCollide]
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[31:27][Tricky problem - How to remove collision rules?]
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[34:11][AddCollisionRule function]
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[39:42][Adding first rule - sword shouldn't collide with entity that throws us]
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[41:55][Adding collision rule when StopsOnCollision is false]
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[43:37][Problem - Don't want to keep on adding new collision rules]
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[47:16][Clearing collision rules for an entity]
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[58:15][Debugging collision rule code]
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[1:04:05][Q&A]
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[1:05:03][What stops us from programming a game that directly boots into BIOS (hooks up to hardware as low as possible basically)?]
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[1:07:11][Do you ever use function pointers?]
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[1:09:07][Should the thrown entity have the player's direction/speed added to its thrown speed/direction so you cannot catch your own throws?]
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[01:10:34][Could you explain again why you should order the entities before processing the properties?]
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[1:12:30][Isn't there a potential bug in MoveEntity if an entity happens to spend the whole distance limit, which gets set to (0,0), and then gets considered unlimited in the next frame?]
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[1:14:07][Can the pointers in the hash function become a memory problem?]
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[1:16:41][I have two gameplay requests - A non-euclidean room and a monster that spans multiple rooms vertically. Are those things possible?]
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[1:19:11][Are renderers reusable?]
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[/video]
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