is presently its sole maintainer,
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To do today: Gliding/skating and area-based collision detection
Review of collision detection up to this point
Area-based collision detection (Minkowski sum/difference)
Example: A player with size passing through two blocks
Introduction of Minkowski algebra: algebra with shapes
Chumped by Krita
Back to the Minkowski sum: rectangle + circle
Dissimilar & complex convex shapes: GJK algorithm
Rectangles-only collision detection
Taking entity size into account
Sticky walls appear
Changing the origin point of the player
More sticking walls debugging
Correcting velocity during collision
Debugging final sticking bug
Moving the epsilon to stop directly on the wall
Debugging first loop through the wall collision loop
Debugging the second loop through the wall collision loop
Moment of enlightenment
Why is the heros head 1.5 meters in diameter?
How would you handle concave objects with Minkowski?
Why isn't the game split up in smaller, more modular files?
Is the alpha channel in the art assets created by the artist?
How many years since you started doing games?
I usually just hope the framerate stays high enough for the velocity not to get too high
Can't you have multiple views of the same file with emacs?
Will you be able to use minkowski with rotating and diagonal objects?
How long have you been working on this game?
Is it possible to make an assert that lets you continue on failure?
Are you doing any cyclomatic complexity analysis?
How would you represent a large sidescroller 2D world?
Is it possible to determine the point of collision?
Seems like the inability to represent convex objects is a major for problem for physics
I meant determining the point of collision with the general GJK algorithm
Are we doing a Raspberry Pi port just for the heck of it?
Cyclomatic complexity: a direct measure of the number of linearly independent paths through the code
BeagleBone black is better than Raspberry Pi I think
Can't you do straight on hardware on the PC?