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elle —
Thank you for your time, but the following doesn't show a tile on the first row of the second scre…
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Mārtiņš Možeiko —
For second screen you do this: For N'th screen you do this: Same code as for filling grid array …
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elle —
But what is the general way to access the first row of the second screen to the right? By the way,…
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Mārtiņš Možeiko —
This is same as: where y=1. Thus you are setting values on row of screen. If you want to have th…
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Mārtiņš Možeiko —
My guess would be that he chose Gauss elimination because it is very easy to explain and show how …
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John Lorre —
Thank you for your reply an the enlightenment :) So yeah, that was what I thought, but I am also n…
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elle —
I managed to visualize the issue. My drawing code shows 17x9 tiles every screen. grid[0tilesX+17] …
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Mārtiņš Možeiko —
For small matrices (2x2, 3x3) you just write equations directly and use it. Cramer's rule will hel…
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John Lorre —
So in day 101 Casey went on great length explaining about Matrix inversion and it seemed is is goi…
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Mārtiņš Možeiko —
This code is correct. If your four screens are 3 wide and 2 tall: Then it will put these screen i…
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elle —
I'm sorry for this basic question. To exercise, I tried to generate a basic tilemap in 1 array, bu…
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Finalspace —
I still cannot get this stuff to work properly. Look at this fiddle, the player wont be pushing by…
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Finalspace —
Casey[/quote] Hmm i still dont get it... Normally you apply an impulse to both velocities multipli…
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Casey Muratori —
I'm not sure what tack we'll take when go revisit collision to do the full solution. My experienc…
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Finalspace —
Sort of, but not fully implemented yet, because there are much more than just fixing the delta mo…
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Nick Kovac —
I suppose so, but "correcting penetration in an iterative way" doesn't seem all that much differen…
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Andrew Chronister —
A coordinate system which is the same as a right hand one but with one axis flipped IS a left hand…
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Finalspace —
I assume we later use something like GJK to calculate the closest points inluding its distances an…
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elle —
I don't mean to criticize, I only want to verify if I understand this correctly. At the start, the…
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d7samurai —
So far there hasn't really been any conflicts between the 3D "simulation space" and the quasi top-…
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Fred —
I think someone pointed it in the stream, but when the sphere is moving "forward" (i.e. moving dow…
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Nick Kovac —
Hi all, In the Day 50 episode Casey uses an epsilon value to move the player slightly away from th…
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d7samurai —
I think the problem isn't really getting the reflections physically correct , but choosing the ri…
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Mārtiņš Možeiko —
A bit related to v4 - after Day 99 now you have two different functions to make v3 from v2: } inl…
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Mārtiņš Možeiko —
Here's how reflections should look like: (with planes a bit closer - ) This is rendered by raytra…
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Casey Muratori —
So really, we could use 0,1,0 for the upright card objects, I think, then we wouldn't do the Y->Z …
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Mike T —
I haven't been watching live, so I want to queue up a question for the Q+A: can you explain why th…
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d7samurai —
..that last point is what confused me on friday, Casey, when I suggested your normals were "invert…
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Casey Muratori —
That is how reflections actually work - you cannot deflect a straight incoming vector with no upw…
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Paul —
Just 2 quick points on this after watching 103 - To me the sphere has a distinct black border - ie…
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