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Importance of vector math
Recap of last episode
On the homogeneity of scalar and vector math notation
Goal for today: bouncing off of walls
Blackboard diagram of expected bouncing behavior
Axis-aligned vector reflection
General-case vector reflection
The inner/scalar/dot product
Applications of the inner product: vector length
Applications of the inner product: measurement of vectors on new reference frames
Solving general reflection using the inner product
Implementing the solution
Placeholder code to detect orientation of colliding walls
Short comment on loss of energy and coefficient of restitution
Challenge to the stream: how do you run along the wall?
Answer to the challenge
Discussion on sticky behavior
Can you explain again why the hero was sticking against the wall?
When do we scale down the hero?
Have you considered using sin(0) to sin(90) as a non-linear inertia curve?
Will you eventually handle player and monsters in some kind of physics engine?
Do you need to code in different collision detection for the enemies?
Will you add comments to the source for those who preordered?
Do you plan on having non axis-aligned walls in the maps?
What do you think about position based dynamics?
Are we going to do continuous collision detection?
Is the computational cost of functions something you only learn by experience?
Will you end up in problems when walking into corners after the sticking fix tomorrow?
Will there be a minimum distance to the wall?
Will computing a vector where the player will stop just before the wall solve the sticking?
Additional explanation to the bounce vector calculation
Is there a way to speed up the DrawBitmap -code?
Suggestion to remove reblitting the background to improve performance
Stream notes Casey drew the cos/sin triangle wrong
A wish to mention formal keywords to help people look things up
Was the Witness collision trick to try maintain the distance traveled?
Why does wall bouncing not seem to cause sticking, but sliding does?
Stream mentions KhanAchademy for learning math
Will the rendering code be able to squash bitmaps?
Could you/would you benefit from unrolling the collision loop ... ?