Pairwise Collision Rules
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1:35Recap of where we left off with collision responses
1:35Recap of where we left off with collision responses
1:35Recap of where we left off with collision responses
4:44Changing things so that stopping on collision is part of collision handling
4:44Changing things so that stopping on collision is part of collision handling
4:44Changing things so that stopping on collision is part of collision handling
6:25Overview of ignoring certain collisions
6:25Overview of ignoring certain collisions
6:25Overview of ignoring certain collisions
13:40Restructuring collision code for ignoring certain collisions with rules
13:40Restructuring collision code for ignoring certain collisions with rules
13:40Restructuring collision code for ignoring certain collisions with rules
23:33pairwise_collision_rule and collision rule hash table for ShouldCollide
23:33pairwise_collision_rule and collision rule hash table for ShouldCollide
23:33pairwise_collision_rule and collision rule hash table for ShouldCollide
31:27Tricky problem - How to remove collision rules?
31:27Tricky problem - How to remove collision rules?
31:27Tricky problem - How to remove collision rules?
34:11AddCollisionRule function
34:11AddCollisionRule function
34:11AddCollisionRule function
39:42Adding first rule - sword shouldn't collide with entity that throws us
39:42Adding first rule - sword shouldn't collide with entity that throws us
39:42Adding first rule - sword shouldn't collide with entity that throws us
41:55Adding collision rule when StopsOnCollision is false
41:55Adding collision rule when StopsOnCollision is false
41:55Adding collision rule when StopsOnCollision is false
43:37Problem - Don't want to keep on adding new collision rules
43:37Problem - Don't want to keep on adding new collision rules
43:37Problem - Don't want to keep on adding new collision rules
47:16Clearing collision rules for an entity
47:16Clearing collision rules for an entity
47:16Clearing collision rules for an entity
58:15Debugging collision rule code
58:15Debugging collision rule code
58:15Debugging collision rule code
1:04:05Q&A
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1:04:05Q&A
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1:04:05Q&A
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1:05:03What stops us from programming a game that directly boots into BIOS (hooks up to hardware as low as possible basically)?
1:05:03What stops us from programming a game that directly boots into BIOS (hooks up to hardware as low as possible basically)?
1:05:03What stops us from programming a game that directly boots into BIOS (hooks up to hardware as low as possible basically)?
1:07:11Do you ever use function pointers?
1:07:11Do you ever use function pointers?
1:07:11Do you ever use function pointers?
1:09:07Should the thrown entity have the player's direction/speed added to its thrown speed/direction so you cannot catch your own throws?
1:09:07Should the thrown entity have the player's direction/speed added to its thrown speed/direction so you cannot catch your own throws?
1:09:07Should the thrown entity have the player's direction/speed added to its thrown speed/direction so you cannot catch your own throws?
1:10:34Could you explain again why you should order the entities before processing the properties?
1:10:34Could you explain again why you should order the entities before processing the properties?
1:10:34Could you explain again why you should order the entities before processing the properties?
1:12:30Isn't there a potential bug in MoveEntity if an entity happens to spend the whole distance limit, which gets set to (0,0), and then gets considered unlimited in the next frame?
1:12:30Isn't there a potential bug in MoveEntity if an entity happens to spend the whole distance limit, which gets set to (0,0), and then gets considered unlimited in the next frame?
1:12:30Isn't there a potential bug in MoveEntity if an entity happens to spend the whole distance limit, which gets set to (0,0), and then gets considered unlimited in the next frame?
1:14:07Can the pointers in the hash function become a memory problem?
1:14:07Can the pointers in the hash function become a memory problem?
1:14:07Can the pointers in the hash function become a memory problem?
1:16:41I have two gameplay requests - A non-euclidean room and a monster that spans multiple rooms vertically. Are those things possible?
1:16:41I have two gameplay requests - A non-euclidean room and a monster that spans multiple rooms vertically. Are those things possible?
1:16:41I have two gameplay requests - A non-euclidean room and a monster that spans multiple rooms vertically. Are those things possible?
1:19:11Are renderers reusable?
1:19:11Are renderers reusable?
1:19:11Are renderers reusable?