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Intro to equations of motion.
Recap of yesterday's stream.
Motion in-depth: rigid body dynamics.
Fundamental equation of motion.
How we computed motion.
Computing motion differently.
How it's currently done in the code.
How we want to change it for our new equations.
A talk on delta time.
A look at the game now. We notice player has no friction.
Implementing some friction.
Why use real physics and not something custom you can handtune?
Why not add an opposite directional deceleration when collisions occur?
Are you concerned that actual physics will retract from the beauty and elegance of the worlds greatest jump code?
What would you need to store if you wanted to rewind time ala Braid?
Is the character a bitmap?
Are we going to normalise the vector from the input, instead of having a special case for diagonals?
Will there be a map function to help determine terrain for friction and collisions?
Why v2 instead of vec2 or vector2?
Why not break the code into smaller functions?
Shouldn't you use a max speed variable?
Someone: Friction negative acceleration based on current velocity would feel better
Can you derive the 1/2at^2 part of the position equation again?
Do you think something like bullet or box2d for player movement is appropriate?
When would you use other integration methods?
Will we use rigid body even after the hero is bouncy and all that?
Correction on question from someone
If we had terrain (ice or mud), we could have an easy convincing example