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