Geometric vs. Temporal Movement Search ⚠ Click here to regain focus ⚠
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0:00Intro
0:00Intro
0:00Intro
1:28Recap
1:28Recap
1:28Recap
2:30Sticking problem recap
2:30Sticking problem recap
2:30Sticking problem recap
4:142 ways to handle problem: search in T, search in P
4:142 ways to handle problem: search in T, search in P
4:142 ways to handle problem: search in T, search in P
9:20Problems with search in T
9:20Problems with search in T
9:20Problems with search in T
11:16Solving the problem The Witness way
11:16Solving the problem The Witness way
11:16Solving the problem The Witness way
15:30Problems with search in position
15:30Problems with search in position
15:30Problems with search in position
18:22How to implement search in P in Handmade Hero
18:22How to implement search in P in Handmade Hero
18:22How to implement search in P in Handmade Hero
21:55Why you need a flood fill
21:55Why you need a flood fill
21:55Why you need a flood fill
22:28The problem with players with volume
22:28The problem with players with volume
22:28The problem with players with volume
28:10Implementing search in P
28:10Implementing search in P
28:10Implementing search in P
31:25Breaking apart code
31:25Breaking apart code
31:25Breaking apart code
32:40Casey on messy code (rant)
32:40Casey on messy code (rant)
32:40Casey on messy code (rant)
35:55Simplifying the movement code
35:55Simplifying the movement code
35:55Simplifying the movement code
38:30Problem with unsigned integers on the zero boundary
38:30Problem with unsigned integers on the zero boundary
38:30Problem with unsigned integers on the zero boundary
40:17Finding the closest tile for each loop
40:17Finding the closest tile for each loop
40:17Finding the closest tile for each loop
42:05Check for empty tiles
42:05Check for empty tiles
42:05Check for empty tiles
44:55Defining the valid player region inside the tile
44:55Defining the valid player region inside the tile
44:55Defining the valid player region inside the tile
47:20How to perform the search
47:20How to perform the search
47:20How to perform the search
56:00Getting the length of a vector
56:00Getting the length of a vector
56:00Getting the length of a vector
57:40Cleaning up to finish on day 46
57:40Cleaning up to finish on day 46
57:40Cleaning up to finish on day 46
58:47Q&A
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58:47Q&A
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58:47Q&A
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1:00:01Why different versions of GetTileValue()?
1:00:01Why different versions of GetTileValue()?
1:00:01Why different versions of GetTileValue()?
1:03:57You start variables uppercase and structs lowercase. Why?
1:03:57You start variables uppercase and structs lowercase. Why?
1:03:57You start variables uppercase and structs lowercase. Why?
1:04:47When npc's are introduced, will they reuse some of the code shown here?
1:04:47When npc's are introduced, will they reuse some of the code shown here?
1:04:47When npc's are introduced, will they reuse some of the code shown here?
1:05:54Are you going to implement push/squeeze through doorways?
1:05:54Are you going to implement push/squeeze through doorways?
1:05:54Are you going to implement push/squeeze through doorways?
1:07:31It seems like the possible movement is more like a pizza-slice?
1:07:31It seems like the possible movement is more like a pizza-slice?
1:07:31It seems like the possible movement is more like a pizza-slice?
1:08:36How would we, using this system, handle when the player would be killed by collision?
1:08:36How would we, using this system, handle when the player would be killed by collision?
1:08:36How would we, using this system, handle when the player would be killed by collision?
1:10:07Will we have to push boulders out of the way of doors?
1:10:07Will we have to push boulders out of the way of doors?
1:10:07Will we have to push boulders out of the way of doors?
1:10:24Will you ever fall for some of the dogmatic traps when coding?
1:10:24Will you ever fall for some of the dogmatic traps when coding?
1:10:24Will you ever fall for some of the dogmatic traps when coding?
1:13:11Does the search method here give the sense of rounded corners?
1:13:11Does the search method here give the sense of rounded corners?
1:13:11Does the search method here give the sense of rounded corners?
1:14:14I don't really understand this. Why not just change the players vector with normals?
1:14:14I don't really understand this. Why not just change the players vector with normals?
1:14:14I don't really understand this. Why not just change the players vector with normals?
1:16:21Are you going to worry about how many objects the collision detection system can handle?
1:16:21Are you going to worry about how many objects the collision detection system can handle?
1:16:21Are you going to worry about how many objects the collision detection system can handle?
1:18:12For search in p, don't you have a problem with passing through walls?
1:18:12For search in p, don't you have a problem with passing through walls?
1:18:12For search in p, don't you have a problem with passing through walls?
1:19:35Will the search code work if he hits a small notch that would make him bounce back?
1:19:35Will the search code work if he hits a small notch that would make him bounce back?
1:19:35Will the search code work if he hits a small notch that would make him bounce back?
1:21:15Will you implement secrets when none of us are watching?
1:21:15Will you implement secrets when none of us are watching?
1:21:15Will you implement secrets when none of us are watching?
1:22:20Will the characters have skeletal animations?
1:22:20Will the characters have skeletal animations?
1:22:20Will the characters have skeletal animations?
1:23:39Will the search in p work with moving objects?
1:23:39Will the search in p work with moving objects?
1:23:39Will the search in p work with moving objects?
1:25:20A great deal of the problems you've faced seems to be around tradeoffs..
1:25:20A great deal of the problems you've faced seems to be around tradeoffs..
1:25:20A great deal of the problems you've faced seems to be around tradeoffs..