is presently its sole maintainer,
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Diagonal move recap
New analog stick problem
Changing vector length without changing direction
Doing it aggressively
An important note about ratios and squares
Why use length=1?
Back to the wall sticking problem!
Explanation of search in T implementation
Equation for search in T
Simplest possible case
Division by zero
The equation to solve for infinite vertical and horizontal walls
Fixing equation for finite wall sizes
Implementing the new collision code
How to find the tiles to check
What to do about multiple wall collisions
Why did you change from search in p to search in t?
How does it handle the state of two separate players on different floors?
Why is the code complexity for p-search so much bigger than t-search?
Why not treat the map as a matrix and validate objects and collisions through coordinates?
Can you elaborate more on how the coordinate system works with the collision detection?
Can this be extended to 3D collision?
Could you check the player position and check if it's in the inner side of the wall vectors?
What's your point on zero-length vector normalization?
How come sometimes players can glitch through walls or corners? Is it art or programming?
Do you need to do the math with solid walls and objects or is it basic program arithmetics?
Chat adds: I think he means graphically. Walls can be hollow inside.