0:28Recap of where we are with collisions and interactions
0:28Recap of where we are with collisions and interactions
0:28Recap of where we are with collisions and interactions
1:07Bug fix from forums - Typo in MoveEntity for testing entity flag
1:07Bug fix from forums - Typo in MoveEntity for testing entity flag
1:07Bug fix from forums - Typo in MoveEntity for testing entity flag
3:44Overview for today - max movement distances
3:44Overview for today - max movement distances
3:44Overview for today - max movement distances
9:22Review of tMin usage in MoveEntity
9:22Review of tMin usage in MoveEntity
9:22Review of tMin usage in MoveEntity
13:36Starting implementation with a maximum distance
13:36Starting implementation with a maximum distance
13:36Starting implementation with a maximum distance
16:08Discussion about cost of square roots
16:08Discussion about cost of square roots
16:08Discussion about cost of square roots
17:21Using a ratio to cap tMin
17:21Using a ratio to cap tMin
17:21Using a ratio to cap tMin
21:49Updating DistanceRemaining
21:49Updating DistanceRemaining
21:49Updating DistanceRemaining
22:41TODO for Epsilon for (PlayerDeltaLength > 0) ?
22:41TODO for Epsilon for (PlayerDeltaLength > 0) ?
22:41TODO for Epsilon for (PlayerDeltaLength > 0) ?
23:37Adding DistanceLimit to sim_entity
23:37Adding DistanceLimit to sim_entity
23:37Adding DistanceLimit to sim_entity
26:37Decrementing DistanceLimit
26:37Decrementing DistanceLimit
26:37Decrementing DistanceLimit
28:07Testing out the changes
28:07Testing out the changes
28:07Testing out the changes
28:55Discussing collision response and double dispatch
28:55Discussing collision response and double dispatch
28:55Discussing collision response and double dispatch
42:55Alternative to entity type double dispatch - fundamental quality double dispatch
42:55Alternative to entity type double dispatch - fundamental quality double dispatch
42:55Alternative to entity type double dispatch - fundamental quality double dispatch
47:26Starting to add entity type double dispatch first for collision handling
47:26Starting to add entity type double dispatch first for collision handling
47:26Starting to add entity type double dispatch first for collision handling
54:30Why sword-monstar collision won't work quite yet - need to respond to collisions but not stop movement
54:30Why sword-monstar collision won't work quite yet - need to respond to collisions but not stop movement
54:30Why sword-monstar collision won't work quite yet - need to respond to collisions but not stop movement
59:40How long in your opinion does it take to become fluent on Emacs?
59:40How long in your opinion does it take to become fluent on Emacs?
59:40How long in your opinion does it take to become fluent on Emacs?
1:00:10Could an entity have multiple fundamental quality property things?
1:00:10Could an entity have multiple fundamental quality property things?
1:00:10Could an entity have multiple fundamental quality property things?
1:02:11When are you planning to add depth sorting?
1:02:11When are you planning to add depth sorting?
1:02:11When are you planning to add depth sorting?
1:02:33Will there be enough entities that some optimization will have to happen? How many do you expect to have on a screen? Hundreds?
1:02:33Will there be enough entities that some optimization will have to happen? How many do you expect to have on a screen? Hundreds?
1:02:33Will there be enough entities that some optimization will have to happen? How many do you expect to have on a screen? Hundreds?
1:04:29I'm not sure I quite follow your argument for double-dispatch table versus fundamental qualities. Seems to me like you still need to figure out what to do for each quality, what to do in the presence of others, still leads to quadratic growth.
1:04:29I'm not sure I quite follow your argument for double-dispatch table versus fundamental qualities. Seems to me like you still need to figure out what to do for each quality, what to do in the presence of others, still leads to quadratic growth.
1:04:29I'm not sure I quite follow your argument for double-dispatch table versus fundamental qualities. Seems to me like you still need to figure out what to do for each quality, what to do in the presence of others, still leads to quadratic growth.
1:10:54Yesterday you were talking about using callbacks for the collision system. Will this new system replace the need for them?
1:10:54Yesterday you were talking about using callbacks for the collision system. Will this new system replace the need for them?
1:10:54Yesterday you were talking about using callbacks for the collision system. Will this new system replace the need for them?
1:11:30Casey, I asked a question and the Twitch app crashed on iPad. Any chance you my questions before it did?
1:11:30Casey, I asked a question and the Twitch app crashed on iPad. Any chance you my questions before it did?
1:11:30Casey, I asked a question and the Twitch app crashed on iPad. Any chance you my questions before it did?
1:12:20Casey, as a casual observer and occasional troll, where is the game now? Seriously, I haven't watched for a while, and how do you find the energy to do this weeknights?
1:12:20Casey, as a casual observer and occasional troll, where is the game now? Seriously, I haven't watched for a while, and how do you find the energy to do this weeknights?
1:12:20Casey, as a casual observer and occasional troll, where is the game now? Seriously, I haven't watched for a while, and how do you find the energy to do this weeknights?
1:16:34I noticed sometimes you try to determine regions for collision boxes. Why not implement basic shapes and use those as debug helpers with some alpha percentage?
1:16:34I noticed sometimes you try to determine regions for collision boxes. Why not implement basic shapes and use those as debug helpers with some alpha percentage?
1:16:34I noticed sometimes you try to determine regions for collision boxes. Why not implement basic shapes and use those as debug helpers with some alpha percentage?
1:18:16Do you test for collision every update interval? If your sword overlaps with an entity, could it happen that a moving entity gets missed because both entity and sword move in the same tick above and beyond each other?
1:18:16Do you test for collision every update interval? If your sword overlaps with an entity, could it happen that a moving entity gets missed because both entity and sword move in the same tick above and beyond each other?
1:18:16Do you test for collision every update interval? If your sword overlaps with an entity, could it happen that a moving entity gets missed because both entity and sword move in the same tick above and beyond each other?
1:20:27To me it seems as the sword should be influenced by the speed of the player movement at the time it was dispatched? Am I right?
1:20:27To me it seems as the sword should be influenced by the speed of the player movement at the time it was dispatched? Am I right?
1:20:27To me it seems as the sword should be influenced by the speed of the player movement at the time it was dispatched? Am I right?
1:23:24I missed the part on how many entities you are simulating at once and where you store them, but won't the dispatch table approach be negative for cache performance? Could its simulation be deferred?
1:23:24I missed the part on how many entities you are simulating at once and where you store them, but won't the dispatch table approach be negative for cache performance? Could its simulation be deferred?
1:23:24I missed the part on how many entities you are simulating at once and where you store them, but won't the dispatch table approach be negative for cache performance? Could its simulation be deferred?
1:24:58It seems logical to make infinity the default maximum distance an entity can travel, but that could have performance implications. Could you say something about that?
1:24:58It seems logical to make infinity the default maximum distance an entity can travel, but that could have performance implications. Could you say something about that?
1:24:58It seems logical to make infinity the default maximum distance an entity can travel, but that could have performance implications. Could you say something about that?
1:26:14Could you also do something like that for AI, where for instance, you can impose simple behaviors on top of each other randomly, to make complex and varied behavior, instead of doing the more common behavior tree approach?
1:26:14Could you also do something like that for AI, where for instance, you can impose simple behaviors on top of each other randomly, to make complex and varied behavior, instead of doing the more common behavior tree approach?
1:26:14Could you also do something like that for AI, where for instance, you can impose simple behaviors on top of each other randomly, to make complex and varied behavior, instead of doing the more common behavior tree approach?
1:26:32If you do the AAA-ness way, can you come back to it later and edit or add more details to it like from 6-to-8, etc., or will that cause problems?
1:26:32If you do the AAA-ness way, can you come back to it later and edit or add more details to it like from 6-to-8, etc., or will that cause problems?
1:26:32If you do the AAA-ness way, can you come back to it later and edit or add more details to it like from 6-to-8, etc., or will that cause problems?