Unembedding Colliding Objects
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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0:01Recap and set the stage for the day
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0:44Demo the current state of collision
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0:44Demo the current state of collision
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0:44Demo the current state of collision
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1:52Collision TODOs: 1) Cylindrical boxes
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1:52Collision TODOs: 1) Cylindrical boxes
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1:52Collision TODOs: 1) Cylindrical boxes
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4:27Collision TODOs: 2) Getting unembedded
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4:27Collision TODOs: 2) Getting unembedded
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4:27Collision TODOs: 2) Getting unembedded
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10:28Walk through the gliding collision routine in MoveEntity()
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10:28Walk through the gliding collision routine in MoveEntity()
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10:28Walk through the gliding collision routine in MoveEntity()
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14:32Collision detection philosophy: Test the same thing every frame
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14:32Collision detection philosophy: Test the same thing every frame
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14:32Collision detection philosophy: Test the same thing every frame
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16:09Set up MoveEntity() to handle unembedding
16:09Set up MoveEntity() to handle unembedding
16:09Set up MoveEntity() to handle unembedding
21:09Let MoveEntity() permissively unembed entities in any direction
21:09Let MoveEntity() permissively unembed entities in any direction
21:09Let MoveEntity() permissively unembed entities in any direction
22:13Our embedded glove gets unstuck
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22:13Our embedded glove gets unstuck
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22:13Our embedded glove gets unstuck
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25:50Embed the glove in the wall
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25:50Embed the glove in the wall
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25:50Embed the glove in the wall
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27:17Determine to unembed based on a displacement motion vector
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27:17Determine to unembed based on a displacement motion vector
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27:17Determine to unembed based on a displacement motion vector
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31:24Determine to produce the motion vector for each voxel position
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31:24Determine to produce the motion vector for each voxel position
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31:24Determine to produce the motion vector for each voxel position
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33:33Determine to make CollidesAtP() produce a repulsion field
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33:33Determine to make CollidesAtP() produce a repulsion field
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33:33Determine to make CollidesAtP() produce a repulsion field
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35:35Unembedding example
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35:35Unembedding example
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35:35Unembedding example
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37:24Introduce collision_field for CollidesAtP() to return
37:24Introduce collision_field for CollidesAtP() to return
37:24Introduce collision_field for CollidesAtP() to return
38:48Our collision behaves identically
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38:48Our collision behaves identically
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38:48Our collision behaves identically
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39:01Set up MoveEntity() to set its target to the summed Repulsion computed by CollidesAtP()
39:01Set up MoveEntity() to set its target to the summed Repulsion computed by CollidesAtP()
39:01Set up MoveEntity() to set its target to the summed Repulsion computed by CollidesAtP()
54:36The glove can get unembedded laterally
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54:36The glove can get unembedded laterally
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54:36The glove can get unembedded laterally
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55:15Change MoveEntity() to unembed in the Repulsion-adjusted target direction
55:15Change MoveEntity() to unembed in the Repulsion-adjusted target direction
55:15Change MoveEntity() to unembed in the Repulsion-adjusted target direction
58:29Our glove can move when embedded
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58:29Our glove can move when embedded
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58:29Our glove can move when embedded
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59:01Make MoveEntity() update the Best.DistanceSq repeatedly
59:01Make MoveEntity() update the Best.DistanceSq repeatedly
59:01Make MoveEntity() update the Best.DistanceSq repeatedly
1:01:44Our glove cannot move when embedded
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1:01:44Our glove cannot move when embedded
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1:01:44Our glove cannot move when embedded
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1:02:15Plan to make CollidesAtP() compute its quadrilateral Repulsion vector
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1:02:15Plan to make CollidesAtP() compute its quadrilateral Repulsion vector
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1:02:15Plan to make CollidesAtP() compute its quadrilateral Repulsion vector
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1:07:02Molly: Meow
1:07:02Molly: Meow
1:07:02Molly: Meow
1:09:22Make CollidesAtP() compute its quadrilateral Repulsion vector
1:09:22Make CollidesAtP() compute its quadrilateral Repulsion vector
1:09:22Make CollidesAtP() compute its quadrilateral Repulsion vector
1:11:31Our repulsion-based unembedding works
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1:11:31Our repulsion-based unembedding works
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1:11:31Our repulsion-based unembedding works
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1:13:48Q&A
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1:13:48Q&A
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1:13:48Q&A
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1:14:01Show off Grimm Audio UC1
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1:14:01Show off Grimm Audio UC1
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1:14:01Show off Grimm Audio UC1
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1:16:35jskrist A bit late to the stream, but what about tracking a previous location and always moving back towards where the entity came?
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1:16:35jskrist A bit late to the stream, but what about tracking a previous location and always moving back towards where the entity came?
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1:16:35jskrist A bit late to the stream, but what about tracking a previous location and always moving back towards where the entity came?
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1:18:21csaknezlek What was the name of that audio box?
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1:18:21csaknezlek What was the name of that audio box?
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1:18:21csaknezlek What was the name of that audio box?
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1:18:44Grimm Audio UC11
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1:18:44Grimm Audio UC11
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1:18:44Grimm Audio UC11
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1:20:46amethystr3lm handmade_hero As someone who started the series a few days ago and wants to make a game of his own, how do I manage to catch up with the current stage of the game? And should I even care to do that? It's true that I should always pay extra attention where I think I need to, but I don't know what's coming within the 600 episodes and whether spending extra time on things that I thought needed the extra time will be worth it or not as opposed to getting a conceptual idea on the subject and move on
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1:20:46amethystr3lm handmade_hero As someone who started the series a few days ago and wants to make a game of his own, how do I manage to catch up with the current stage of the game? And should I even care to do that? It's true that I should always pay extra attention where I think I need to, but I don't know what's coming within the 600 episodes and whether spending extra time on things that I thought needed the extra time will be worth it or not as opposed to getting a conceptual idea on the subject and move on
🗪
1:20:46amethystr3lm handmade_hero As someone who started the series a few days ago and wants to make a game of his own, how do I manage to catch up with the current stage of the game? And should I even care to do that? It's true that I should always pay extra attention where I think I need to, but I don't know what's coming within the 600 episodes and whether spending extra time on things that I thought needed the extra time will be worth it or not as opposed to getting a conceptual idea on the subject and move on
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1:21:12Plug and provide feedback on the Episode Guide2
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1:21:12Plug and provide feedback on the Episode Guide2
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1:21:12Plug and provide feedback on the Episode Guide2
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1:23:49ceburger handmade_hero I recently discovered your stream (so forgive me if you have covered this before). I learn a lot from the in-depth videos on how a computer actually works on a fundamental level, like the C tutorial and the blackboard videos (and I have been programming for 10 years). I am really excited about Star Code Galaxy. Do you have any information about when it will launch and what kind of material it will it cover?3
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1:23:49ceburger handmade_hero I recently discovered your stream (so forgive me if you have covered this before). I learn a lot from the in-depth videos on how a computer actually works on a fundamental level, like the C tutorial and the blackboard videos (and I have been programming for 10 years). I am really excited about Star Code Galaxy. Do you have any information about when it will launch and what kind of material it will it cover?3
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1:23:49ceburger handmade_hero I recently discovered your stream (so forgive me if you have covered this before). I learn a lot from the in-depth videos on how a computer actually works on a fundamental level, like the C tutorial and the blackboard videos (and I have been programming for 10 years). I am really excited about Star Code Galaxy. Do you have any information about when it will launch and what kind of material it will it cover?3
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1:26:07ivereadthesequel handmade_hero Can you tease just how awesomesauce the SCG player will be?
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1:26:07ivereadthesequel handmade_hero Can you tease just how awesomesauce the SCG player will be?
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1:26:07ivereadthesequel handmade_hero Can you tease just how awesomesauce the SCG player will be?
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1:28:51centhusiast Q: Have you implemented some kind of the friction effect for the player walks or runs along the voxel boxes?
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1:28:51centhusiast Q: Have you implemented some kind of the friction effect for the player walks or runs along the voxel boxes?
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1:28:51centhusiast Q: Have you implemented some kind of the friction effect for the player walks or runs along the voxel boxes?
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1:29:26ivereadthesequel Q: Did you make the final products for each module first and then build the course around each for each module?
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1:29:26ivereadthesequel Q: Did you make the final products for each module first and then build the course around each for each module?
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1:29:26ivereadthesequel Q: Did you make the final products for each module first and then build the course around each for each module?
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1:29:44mindmark42 Q: Can you explain again how the unembedded vector is calculated?
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1:29:44mindmark42 Q: Can you explain again how the unembedded vector is calculated?
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1:29:44mindmark42 Q: Can you explain again how the unembedded vector is calculated?
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1:31:00mihaivlc93 Q: Any idea on an approximate price for the Star Code Galaxy course?
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1:31:00mihaivlc93 Q: Any idea on an approximate price for the Star Code Galaxy course?
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1:31:00mihaivlc93 Q: Any idea on an approximate price for the Star Code Galaxy course?
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1:31:42bifask Oh it's $50 per module? That's fair, I thought it would be, like, $200
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1:31:42bifask Oh it's $50 per module? That's fair, I thought it would be, like, $200
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1:31:42bifask Oh it's $50 per module? That's fair, I thought it would be, like, $200
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1:33:10centhusiast Q: My friend started working as a C++ programmer and he showed the codebase he has to work with and it was a jungle of classes, template, std:: and it was very slow to compile. Is it a common thing in the industry to have this kind of code base? I guess that is why software are of bad quality
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1:33:10centhusiast Q: My friend started working as a C++ programmer and he showed the codebase he has to work with and it was a jungle of classes, template, std:: and it was very slow to compile. Is it a common thing in the industry to have this kind of code base? I guess that is why software are of bad quality
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1:33:10centhusiast Q: My friend started working as a C++ programmer and he showed the codebase he has to work with and it was a jungle of classes, template, std:: and it was very slow to compile. Is it a common thing in the industry to have this kind of code base? I guess that is why software are of bad quality
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1:35:14poye_polomi Q: Is SCG your full time occupation nowadays, or also a side project like Handmade Hero?
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1:35:14poye_polomi Q: Is SCG your full time occupation nowadays, or also a side project like Handmade Hero?
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1:35:14poye_polomi Q: Is SCG your full time occupation nowadays, or also a side project like Handmade Hero?
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1:35:25usdaproved Q: Do you think putting "completed SCG" on a resume will be valuable? I guess it depends on if the employer has heard of it
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1:35:25usdaproved Q: Do you think putting "completed SCG" on a resume will be valuable? I guess it depends on if the employer has heard of it
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1:35:25usdaproved Q: Do you think putting "completed SCG" on a resume will be valuable? I guess it depends on if the employer has heard of it
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1:35:58wickedfritz handmade_hero Related to the point, I guess: But would it be easy to show someone in the industry, who sticks to those beliefs, that cutting off most of the C++ BS is beneficial? Not asking you to do it right now, just about the concept really
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1:35:58wickedfritz handmade_hero Related to the point, I guess: But would it be easy to show someone in the industry, who sticks to those beliefs, that cutting off most of the C++ BS is beneficial? Not asking you to do it right now, just about the concept really
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1:35:58wickedfritz handmade_hero Related to the point, I guess: But would it be easy to show someone in the industry, who sticks to those beliefs, that cutting off most of the C++ BS is beneficial? Not asking you to do it right now, just about the concept really
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1:39:25ceburger Q: I use some templates in my C++ code, to avoid large amounts of code duplication, but I struggle with compile times. Could you recommend any material on metaprogramming in C / C++ which you think is good (if I have understood correctly, you do not use templates)? Do you show any metaprogramming in your steams?
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1:39:25ceburger Q: I use some templates in my C++ code, to avoid large amounts of code duplication, but I struggle with compile times. Could you recommend any material on metaprogramming in C / C++ which you think is good (if I have understood correctly, you do not use templates)? Do you show any metaprogramming in your steams?
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1:39:25ceburger Q: I use some templates in my C++ code, to avoid large amounts of code duplication, but I struggle with compile times. Could you recommend any material on metaprogramming in C / C++ which you think is good (if I have understood correctly, you do not use templates)? Do you show any metaprogramming in your steams?
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1:40:10said6289 handmade_hero Did you use to use std libs and then switch to the "handmade" style?
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1:40:10said6289 handmade_hero Did you use to use std libs and then switch to the "handmade" style?
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1:40:10said6289 handmade_hero Did you use to use std libs and then switch to the "handmade" style?
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1:42:12mindmark42 Q: What is declare anywhere?
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1:42:12mindmark42 Q: What is declare anywhere?
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1:42:12mindmark42 Q: What is declare anywhere?
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1:43:34symas1 Q: So would you recommend Rust over C++?
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1:43:34symas1 Q: So would you recommend Rust over C++?
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1:43:34symas1 Q: So would you recommend Rust over C++?
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1:44:36malfuri Q: Given that Handmade Hero is running for quite a while, doesn't it seem unfeasible for solo indie devs to go with a custom engine, especially since you are more experienced?
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1:44:36malfuri Q: Given that Handmade Hero is running for quite a while, doesn't it seem unfeasible for solo indie devs to go with a custom engine, especially since you are more experienced?
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1:44:36malfuri Q: Given that Handmade Hero is running for quite a while, doesn't it seem unfeasible for solo indie devs to go with a custom engine, especially since you are more experienced?
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1:52:35thesandvichmaker handmade_hero On this subject, if you keep your Unreal game to just stuff achievable in blueprints it seems pretty accessible. If you want to do C++ code then it is very nuts
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1:52:35thesandvichmaker handmade_hero On this subject, if you keep your Unreal game to just stuff achievable in blueprints it seems pretty accessible. If you want to do C++ code then it is very nuts
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1:52:35thesandvichmaker handmade_hero On this subject, if you keep your Unreal game to just stuff achievable in blueprints it seems pretty accessible. If you want to do C++ code then it is very nuts
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1:54:46Wrap it up with a glimpse into the future
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1:54:46Wrap it up with a glimpse into the future
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1:54:46Wrap it up with a glimpse into the future
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