Reflecting Vectors
?
?

Keyboard Navigation

Global Keys

[, < / ], > Jump to previous / next episode
W, K, P / S, J, N Jump to previous / next marker
t / T Toggle theatre / SUPERtheatre mode
z Toggle filter mode V Revert filter to original state

Menu toggling

q Quotes r References f Filter c Credits

In-Menu Movement

a
w
s
d
h j k l


Quotes and References Menus

Enter Jump to timecode

Quotes, References and Credits Menus

o Open URL (in new tab)

Filter Menu

x, Space Toggle category and focus next
X, ShiftSpace Toggle category and focus previous
v Invert topics / media as per focus

Credits Menu

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