Vector Lengths
?
?

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
V Revert filter to original state Y Select link (requires manual Ctrl-c)

Menu toggling

q Quotes r References f Filter y Link 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

Filter and Link Menus

z Toggle filter / linking mode

Credits Menu

Enter Open URL (in new tab)
0:00Intro
0:00Intro
0:00Intro
1:33Recap
1:33Recap
1:33Recap
2:50Diagonal move recap
2:50Diagonal move recap
2:50Diagonal move recap
4:40New analog stick problem
4:40New analog stick problem
4:40New analog stick problem
10:33Changing vector length without changing direction
10:33Changing vector length without changing direction
10:33Changing vector length without changing direction
14:00Doing it aggressively
14:00Doing it aggressively
14:00Doing it aggressively
15:48An important note about ratios and squares
15:48An important note about ratios and squares
15:48An important note about ratios and squares
18:27Why use length=1?
18:27Why use length=1?
18:27Why use length=1?
20:10Back to the wall sticking problem!
20:10Back to the wall sticking problem!
20:10Back to the wall sticking problem!
21:36Explanation of search in T implementation
21:36Explanation of search in T implementation
21:36Explanation of search in T implementation
26:07Equation for search in T
26:07Equation for search in T
26:07Equation for search in T
29:37Simplest possible case
29:37Simplest possible case
29:37Simplest possible case
32:20Division by zero
32:20Division by zero
32:20Division by zero
35:57The equation to solve for infinite vertical and horizontal walls
35:57The equation to solve for infinite vertical and horizontal walls
35:57The equation to solve for infinite vertical and horizontal walls
37:15Fixing equation for finite wall sizes
37:15Fixing equation for finite wall sizes
37:15Fixing equation for finite wall sizes
38:30Implementing the new collision code
38:30Implementing the new collision code
38:30Implementing the new collision code
40:40How to find the tiles to check
40:40How to find the tiles to check
40:40How to find the tiles to check
45:50What to do about multiple wall collisions
45:50What to do about multiple wall collisions
45:50What to do about multiple wall collisions
54:13Q&A
🗩
54:13Q&A
🗩
54:13Q&A
🗩
55:25Why did you change from search in p to search in t?
55:25Why did you change from search in p to search in t?
55:25Why did you change from search in p to search in t?
59:32How does it handle the state of two separate players on different floors?
59:32How does it handle the state of two separate players on different floors?
59:32How does it handle the state of two separate players on different floors?
1:00:18Why is the code complexity for p-search so much bigger than t-search?
1:00:18Why is the code complexity for p-search so much bigger than t-search?
1:00:18Why is the code complexity for p-search so much bigger than t-search?
1:03:19Why not treat the map as a matrix and validate objects and collisions through coordinates?
1:03:19Why not treat the map as a matrix and validate objects and collisions through coordinates?
1:03:19Why not treat the map as a matrix and validate objects and collisions through coordinates?
1:04:23Can you elaborate more on how the coordinate system works with the collision detection?
1:04:23Can you elaborate more on how the coordinate system works with the collision detection?
1:04:23Can you elaborate more on how the coordinate system works with the collision detection?
1:06:51Can this be extended to 3D collision?
1:06:51Can this be extended to 3D collision?
1:06:51Can this be extended to 3D collision?
1:07:04Could you check the player position and check if it's in the inner side of the wall vectors?
1:07:04Could you check the player position and check if it's in the inner side of the wall vectors?
1:07:04Could you check the player position and check if it's in the inner side of the wall vectors?
1:10:42What's your point on zero-length vector normalization?
1:10:42What's your point on zero-length vector normalization?
1:10:42What's your point on zero-length vector normalization?
1:12:54How come sometimes players can glitch through walls or corners? Is it art or programming?
1:12:54How come sometimes players can glitch through walls or corners? Is it art or programming?
1:12:54How come sometimes players can glitch through walls or corners? Is it art or programming?
1:17:04Do you need to do the math with solid walls and objects or is it basic program arithmetics?
1:17:04Do you need to do the math with solid walls and objects or is it basic program arithmetics?
1:17:04Do you need to do the math with solid walls and objects or is it basic program arithmetics?
1:18:42Chat adds: I think he means graphically. Walls can be hollow inside.
1:18:42Chat adds: I think he means graphically. Walls can be hollow inside.
1:18:42Chat adds: I think he means graphically. Walls can be hollow inside.