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authorMatthew Kosarek <mattkae@protonmail.com>2021-06-24 15:54:37 -0400
committerMatthew Kosarek <mattkae@protonmail.com>2021-06-24 15:54:37 -0400
commit6fa7b10d244b226c7651747d88ffdfaa5c5814e2 (patch)
tree0e61a0f84e7c4b973ccbcf6c90cb21e3f31e05c4 /2d/rigidbody
parent410a072c3862481f729c293402ddd49c5ae98769 (diff)
(mkosarek) A description of the separating axis theorem with images
Diffstat (limited to '2d/rigidbody')
-rw-r--r--2d/rigidbody/rigidbody_3.html12
-rw-r--r--2d/rigidbody/rigidbody_3.html.content12
2 files changed, 20 insertions, 4 deletions
diff --git a/2d/rigidbody/rigidbody_3.html b/2d/rigidbody/rigidbody_3.html
index 60ff03f..eab6527 100644
--- a/2d/rigidbody/rigidbody_3.html
+++ b/2d/rigidbody/rigidbody_3.html
@@ -67,14 +67,22 @@
</script>
<article>
- <h1>Rigidbody #2: Rotational Forces</h1>
+ <h1>Rigidbody #3: Collision Response</h1>
+ <p>
+ Now that we have our objects flying and spinning around the scene according to the laws of physics, let's see what happens when two of these objects collide with one another. Please note that this section is <b>not</b> about how we <i>find</i> those collisions, but rather how we <i>resolve</i> those collisions. The links under the "Collision" section on the left pane contain different algorithms on how you can find these collisions.
+ <br/><br/>
+ As always, I recommend reading <a href='http://www.chrishecker.com/images/e/e7/Gdmphys3.pdf'>Chris Hecker's explanation</a> of this particular topic if you want more in-depth information.
+ </p>
<section>
- <h2>Explanation</h2>
+ <h2></h2>
</section>
<section>
<h2>
Live Example
</h2>
+ <p>
+ I didn't put any user interaction into this demo yet. This is live however. You can watch as two circles collide with one another.
+ </p>
<div class="opengl_canvas_container">
<canvas id="gl_canvas" width="800" height="600"></canvas>
<button id="gl_canvas_play" class="play_button">
diff --git a/2d/rigidbody/rigidbody_3.html.content b/2d/rigidbody/rigidbody_3.html.content
index f79db4f..a9c9c5b 100644
--- a/2d/rigidbody/rigidbody_3.html.content
+++ b/2d/rigidbody/rigidbody_3.html.content
@@ -15,14 +15,22 @@
</script>
<article>
- <h1>Rigidbody #2: Rotational Forces</h1>
+ <h1>Rigidbody #3: Collision Response</h1>
+ <p>
+ Now that we have our objects flying and spinning around the scene according to the laws of physics, let's see what happens when two of these objects collide with one another. Please note that this section is <b>not</b> about how we <i>find</i> those collisions, but rather how we <i>resolve</i> those collisions. The links under the "Collision" section on the left pane contain different algorithms on how you can find these collisions.
+ <br/><br/>
+ As always, I recommend reading <a href='http://www.chrishecker.com/images/e/e7/Gdmphys3.pdf'>Chris Hecker's explanation</a> of this particular topic if you want more in-depth information.
+ </p>
<section>
- <h2>Explanation</h2>
+ <h2></h2>
</section>
<section>
<h2>
Live Example
</h2>
+ <p>
+ I didn't put any user interaction into this demo yet. This is live however. You can watch as two circles collide with one another.
+ </p>
<div class="opengl_canvas_container">
<canvas id="gl_canvas" width="800" height="600"></canvas>
<button id="gl_canvas_play" class="play_button">