3:12Thinking about removing the tile map and making tiles entities
3:12Thinking about removing the tile map and making tiles entities
3:12Thinking about removing the tile map and making tiles entities
5:27Test entities against every other entity (O(n*n))
5:27Test entities against every other entity (O(n*n))
5:27Test entities against every other entity (O(n*n))
6:17Update MovePlayer to perform collisions on active entities
6:17Update MovePlayer to perform collisions on active entities
6:17Update MovePlayer to perform collisions on active entities
9:14Relative position between entities
9:14Relative position between entities
9:14Relative position between entities
11:04Thinking about different actions for different types of collisions
11:04Thinking about different actions for different types of collisions
11:04Thinking about different actions for different types of collisions
14:34Implementing walking on “stairs”
14:34Implementing walking on “stairs”
14:34Implementing walking on “stairs”
17:42Fixing compiler errors
17:42Fixing compiler errors
17:42Fixing compiler errors
19:28Implementing ChangeEntityResidence
19:28Implementing ChangeEntityResidence
19:28Implementing ChangeEntityResidence
22:00Thinking about entity types using a cache to keep high/dormant entity positions consistent
22:00Thinking about entity types using a cache to keep high/dormant entity positions consistent
22:00Thinking about entity types using a cache to keep high/dormant entity positions consistent
25:00An aside on programming technique (rant)
25:00An aside on programming technique (rant)
25:00An aside on programming technique (rant)
26:20Recalculating the position into tile space on entity update
26:20Recalculating the position into tile space on entity update
26:20Recalculating the position into tile space on entity update
29:26Mapping entities into camera space
29:26Mapping entities into camera space
29:26Mapping entities into camera space
31:40Exploring the code in debugger
31:40Exploring the code in debugger
31:40Exploring the code in debugger
35:20Changing residence of entities when higher residence is requested
35:20Changing residence of entities when higher residence is requested
35:20Changing residence of entities when higher residence is requested
39:30Debugging entity collisions
39:30Debugging entity collisions
39:30Debugging entity collisions
42:05Debugging sticky collisions
42:05Debugging sticky collisions
42:05Debugging sticky collisions
44:57Restoring camera movement
44:57Restoring camera movement
44:57Restoring camera movement
54:13Why can't infrequent entity updates happen in the entity's update logic?
54:13Why can't infrequent entity updates happen in the entity's update logic?
54:13Why can't infrequent entity updates happen in the entity's update logic?
56:57Why do you want to use a 3D vector for position when the Z value is always going to be an integer?
56:57Why do you want to use a 3D vector for position when the Z value is always going to be an integer?
56:57Why do you want to use a 3D vector for position when the Z value is always going to be an integer?
1:01:25Does Minkowski collision detection have to be axis-aligned?
1:01:25Does Minkowski collision detection have to be axis-aligned?
1:01:25Does Minkowski collision detection have to be axis-aligned?
1:03:06Didn't you just implement a bare-bones relational database? Do you think that's a good mental model for understanding today's code?
1:03:06Didn't you just implement a bare-bones relational database? Do you think that's a good mental model for understanding today's code?
1:03:06Didn't you just implement a bare-bones relational database? Do you think that's a good mental model for understanding today's code?
1:05:57I noticed your characters do not collide with each-other. I thought you changed that?
1:05:57I noticed your characters do not collide with each-other. I thought you changed that?
1:05:57I noticed your characters do not collide with each-other. I thought you changed that?
1:07:08How good is this addressing scheme for the cache?
1:07:08How good is this addressing scheme for the cache?
1:07:08How good is this addressing scheme for the cache?
1:08:02When jumping you just need x, y, z coordinates to make it happen? [code changes]
1:08:02When jumping you just need x, y, z coordinates to make it happen? [code changes]
1:08:02When jumping you just need x, y, z coordinates to make it happen? [code changes]
1:16:23Will we switch to some kind of sparse storage for example for the high res entities?
1:16:23Will we switch to some kind of sparse storage for example for the high res entities?
1:16:23Will we switch to some kind of sparse storage for example for the high res entities?
1:16:54How would you handle jumping on a ledge or surface to adopt a new base height?
1:16:54How would you handle jumping on a ledge or surface to adopt a new base height?
1:16:54How would you handle jumping on a ledge or surface to adopt a new base height?
1:18:19What do you think about physics for character or mob movement in a platformer game, meaning that I press right but it starts to accelerate instead of just move?
1:18:19What do you think about physics for character or mob movement in a platformer game, meaning that I press right but it starts to accelerate instead of just move?
1:18:19What do you think about physics for character or mob movement in a platformer game, meaning that I press right but it starts to accelerate instead of just move?
1:19:16Now make him jump through the ceiling into the next floor.
1:19:16Now make him jump through the ceiling into the next floor.
1:19:16Now make him jump through the ceiling into the next floor.
1:19:54Why is he so huge?
1:19:54Why is he so huge?
1:19:54Why is he so huge?
1:20:27Will the floor area of the zones be flat or will it have slopes and 3D zones a.k.a. hills?
1:20:27Will the floor area of the zones be flat or will it have slopes and 3D zones a.k.a. hills?
1:20:27Will the floor area of the zones be flat or will it have slopes and 3D zones a.k.a. hills?
1:22:09Can you change the yellow tile beneath his feet quickly and easily to be greyish and round so it looks like a jumping shadow? Completely not required but why not! [code change]
1:22:09Can you change the yellow tile beneath his feet quickly and easily to be greyish and round so it looks like a jumping shadow? Completely not required but why not! [code change]
1:22:09Can you change the yellow tile beneath his feet quickly and easily to be greyish and round so it looks like a jumping shadow? Completely not required but why not! [code change]
1:26:21If you add walls in the middle of rooms would they be handled as entities for the purpose of collision detection or separately?
1:26:21If you add walls in the middle of rooms would they be handled as entities for the purpose of collision detection or separately?
1:26:21If you add walls in the middle of rooms would they be handled as entities for the purpose of collision detection or separately?
1:30:35How much has changing the rectangle to a bitmap instead of a rectangle impacted your player-on-player collision calculation?
1:30:35How much has changing the rectangle to a bitmap instead of a rectangle impacted your player-on-player collision calculation?
1:30:35How much has changing the rectangle to a bitmap instead of a rectangle impacted your player-on-player collision calculation?
1:30:53How many zombie DLCs will there be?
1:30:53How many zombie DLCs will there be?
1:30:53How many zombie DLCs will there be?
1:32:02Shouldn't you be doing this blending in a linear color space?
1:32:02Shouldn't you be doing this blending in a linear color space?
1:32:02Shouldn't you be doing this blending in a linear color space?
1:33:06When does the core mechanics of the game come into play? Earlier or later in the dev cycle?
1:33:06When does the core mechanics of the game come into play? Earlier or later in the dev cycle?
1:33:06When does the core mechanics of the game come into play? Earlier or later in the dev cycle?
1:35:19Is there an easy way to translate from circle to ellipse collision detection?
1:35:19Is there an easy way to translate from circle to ellipse collision detection?
1:35:19Is there an easy way to translate from circle to ellipse collision detection?
1:35:50Do you recommend learning to make a game engine rather than using engines like Unity or Unreal for people new to game development?
1:35:50Do you recommend learning to make a game engine rather than using engines like Unity or Unreal for people new to game development?
1:35:50Do you recommend learning to make a game engine rather than using engines like Unity or Unreal for people new to game development?
1:37:50The rectangle box which you have alpha assigned, is that the same box you would assign hit points to in case the character is injured by enemies or obstacles?
1:37:50The rectangle box which you have alpha assigned, is that the same box you would assign hit points to in case the character is injured by enemies or obstacles?
1:37:50The rectangle box which you have alpha assigned, is that the same box you would assign hit points to in case the character is injured by enemies or obstacles?
1:39:05How common or practical is pixel by pixel collision check vs overall shapes collision check? Which one is more interesting to you?
1:39:05How common or practical is pixel by pixel collision check vs overall shapes collision check? Which one is more interesting to you?
1:39:05How common or practical is pixel by pixel collision check vs overall shapes collision check? Which one is more interesting to you?
1:39:50What are your thoughts on the Allegro library?
1:39:50What are your thoughts on the Allegro library?
1:39:50What are your thoughts on the Allegro library?