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00:33
Importance of vector math
02:09
Recap of last episode
03:36
On the homogeneity of scalar and vector math notation
05:45
Goal for today: bouncing off of walls
07:06
Blackboard diagram of expected bouncing behavior
07:47
Axis-aligned vector reflection
12:26
General-case vector reflection
15:02
The inner/scalar/dot product
23:41
Applications of the inner product: vector length
27:15
Applications of the inner product: measurement of vectors on new reference frames
34:22
Solving general reflection using the inner product
40:24
Implementing the solution
43:22
Placeholder code to detect orientation of colliding walls
49:19
Short comment on loss of energy and coefficient of restitution
50:25
Challenge to the stream: how do you run along the wall?
51:51
Answer to the challenge
53:28
Discussion on sticky behavior
58:13
Q&A
59:31
Can you explain again why the hero was sticking against the wall?
1:02:43
When do we scale down the hero?
1:03:11
Have you considered using sin(0) to sin(90) as a non-linear inertia curve?
1:03:51
Will you eventually handle player and monsters in some kind of physics engine?
1:04:32
Do you need to code in different collision detection for the enemies?
1:05:09
Will you add comments to the source for those who preordered?
1:05:45
Do you plan on having non axis-aligned walls in the maps?
1:07:12
What do you think about position based dynamics?
1:08:42
Are we going to do continuous collision detection?
1:09:08
Is the computational cost of functions something you only learn by experience?
1:10:48
Are there any situations in which Euler angles are more useful than quaternions?
1:11:08
Will you end up in problems when walking into corners after the sticking fix tomorrow?
1:11:27
Will there be a minimum distance to the wall?
1:12:03
Will computing a vector where the player will stop just before the wall solve the sticking?
1:13:13
Additional explanation to the bounce vector calculation
1:19:25
Is there a way to speed up the DrawBitmap -code?
1:21:15
Suggestion to remove reblitting the background to improve performance
1:22:08
Stream notes Casey drew the cos/sin triangle wrong
1:23:39
A wish to mention formal keywords to help people look things up
1:24:53
Was the Witness collision trick to try maintain the distance traveled?
1:25:21
Why does wall bouncing not seem to cause sticking, but sliding does?
1:27:06
Stream mentions KhanAchademy for learning math
1:27:20
Will the rendering code be able to squash bitmaps?
1:28:01
Could you/would you benefit from unrolling the collision loop ... ?
Reflecting Vectors