Vector Lengths

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Previous: 'Basic Multiplayer Support'

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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

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54:13Q&A

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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.

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Next: 'Line Segment Intersection Collisions'

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