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authorMatthew Kosarek <matthew.kosarek@vention.cc>2021-02-21 18:32:04 -0500
committerMatthew Kosarek <matthew.kosarek@vention.cc>2021-02-21 18:32:04 -0500
commitece2b67aa689aee0b881bac17a62c16e0469bc56 (patch)
treed99ac1bc32eea8687c06b28b90f15e08ba05d390 /frontend/2d_part_1.html
parentaee81cdf445c02032745f10a1904439e7eecaef7 (diff)
Proper support for favicons, rigid body intersections are no longer broken, palinko game
Diffstat (limited to 'frontend/2d_part_1.html')
-rw-r--r--frontend/2d_part_1.html126
1 files changed, 65 insertions, 61 deletions
diff --git a/frontend/2d_part_1.html b/frontend/2d_part_1.html
index 312611a..830f201 100644
--- a/frontend/2d_part_1.html
+++ b/frontend/2d_part_1.html
@@ -7,6 +7,7 @@
<link rel="stylesheet" href="/../index.css">
<link href="https://fonts.googleapis.com/css?family=Open+Sans:400,600,300" rel="stylesheet" type="text/css">
<title>Physics for Games</title>
+ <link rel="shortcut icon" href="favicon/favicon.ico" type="image/x-icon">
<script src="_rigidbody/vec2.js"></script>
<script src="_rigidbody/mat4.js"></script>
@@ -26,68 +27,71 @@
<a href="2d_part_2.html">2D - Rotational Forces</a>
<a href="2d_part_3.html">2D - Collision Forces</a>
</nav>
- <section id="linear-forces">
- <h2>Part 1: Linear Forces</h2>
- <p>
- The first - and perhaps easiest - part of implementing any rigid body physics system is getting the entities in your scene to move in response to linear forces.
- With this implementation alone, you can achieve an interesting level of realism in your 2D (and even 3D) scene.
- </p>
- <p>
- Let's begin by recalling the relationships between acceleration, velocity, and position.
- </p>
- <p>
- Knowing all this, you should be able to understand the following source code fairly easily;
- <pre>
- <code>
-<span class="code_keyword">function</span> update(dtSeconds) {
- <span class="code_comment">// Add up the forces acting on the circle</span>
- <span class="code_keyword">const</span> GRAVITY = 9.8;
- <span class="code_keyword">const</span> lGravityForce = vec2(0, -1.0 * (lCircle.mass * <span class="code_constant">GRAVITY</span>));
- lCircle.force = addVec2(lCircle.force, lGravityForce);
-
- <span class="code_comment">// Figure out acceleration (a = F / m)</span>
- <span class="code_keyword">const</span> lCurrentAcceleration = scaleVec2(lCircle.force, 1.0 / lCircle.mass);
-
- <span class="code_comment">// Calculate the new velocity: v = v0 + a * t</span>
- lCircle.velocity = addVec2(lCircle.velocity, scaleVec2(lCurrentAcceleration, dtSeconds));
-
- <span class="code_comment">// Update the position based on velocity: x = x0 + v * t</span>
- lCircle.position = addVec2(lCircle.position, scaleVec2(lCircle.velocity, dtSeconds));
-
- <span class="code_comment">// Update the model matrix accordingly</span>
- lCircle.model = translateMatrix(mat4(), lCircle.position.x, lCircle.position.y, 0);
-
- <span class="code_comment">// Reset the force vector for the next update</span>
- lCircle.force = vec2()
-}
- </code>
- </pre>
- </p>
- <div id="rigidbody_1" class="opengl_canvas_container">
- <canvas width="640" height="480"></canvas>
- <div class="opengl_canvas_sidebar">
- <ul class="opengl_value_tracker">
- <li><b>Linear Force:</b><span id="rigidbody_1_force_field">N/A</span></li>
- <li><b>Linear Acceleration:</b><span id="rigidbody_1_acceleration_field">N/A</span></li>
- <li><b>Linear Velocity:</b><span id="rigidbody_1_velocity_field">N/A</span></li>
- <li><b>Linear Position:</b><span id="rigidbody_1_position_field">N/A</span></li>
- </ul>
- <form id="rigidbody_1_force_submit_button" style="text-align: right; padding: 0.5rem;">
- <div class="vec2_input_group">
- <label>Force Vector</label>
- <input class="vec2_x_input" type="number" placeholder="X (Default 0)"/>
- <input class="vec2_y_input" type="number" placeholder="Y (Default 5000 N)"/>
- </div>
- <input type="submit" value="Apply Force"></input>
- </form>
+ <section>
+ <article>
+ <h2>Part 1: Linear Forces</h2>
+ <p>
+ The first - and perhaps easiest - part of implementing any rigid body physics system is getting the entities in your scene to move in response to linear forces.
+ With this implementation alone, you can achieve an interesting level of realism in your 2D (and even 3D) scene.
+ </p>
+ <p>
+ Let's begin by recalling the relationships between acceleration, velocity, and position.
+ </p>
+ <p>
+ Knowing all this, you should be able to understand the following source code fairly easily;
+ <pre>
+ <code>
+ <span class="code_keyword">function</span> update(dtSeconds) {
+ <span class="code_comment">// Add up the forces acting on the circle</span>
+ <span class="code_keyword">const</span> GRAVITY = 9.8;
+ <span class="code_keyword">const</span> lGravityForce = vec2(0, -1.0 * (lCircle.mass * <span class="code_constant">GRAVITY</span>));
+ lCircle.force = addVec2(lCircle.force, lGravityForce);
+
+ <span class="code_comment">// Figure out acceleration (a = F / m)</span>
+ <span class="code_keyword">const</span> lCurrentAcceleration = scaleVec2(lCircle.force, 1.0 / lCircle.mass);
+
+ <span class="code_comment">// Calculate the new velocity: v = v0 + a * t</span>
+ lCircle.velocity = addVec2(lCircle.velocity, scaleVec2(lCurrentAcceleration, dtSeconds));
+
+ <span class="code_comment">// Update the position based on velocity: x = x0 + v * t</span>
+ lCircle.position = addVec2(lCircle.position, scaleVec2(lCircle.velocity, dtSeconds));
+
+ <span class="code_comment">// Update the model matrix accordingly</span>
+ lCircle.model = translateMatrix(mat4(), lCircle.position.x, lCircle.position.y, 0);
+
+ <span class="code_comment">// Reset the force vector for the next update</span>
+ lCircle.force = vec2()
+ }
+ </code>
+ </pre>
+ </p>
+ <div id="rigidbody_1" class="opengl_canvas_container">
+ <canvas width="640" height="480"></canvas>
+ <div class="opengl_canvas_sidebar">
+ <ul class="opengl_value_tracker">
+ <li><b>Linear Force:</b><span id="rigidbody_1_force_field">N/A</span></li>
+ <li><b>Linear Acceleration:</b><span id="rigidbody_1_acceleration_field">N/A</span></li>
+ <li><b>Linear Velocity:</b><span id="rigidbody_1_velocity_field">N/A</span></li>
+ <li><b>Linear Position:</b><span id="rigidbody_1_position_field">N/A</span></li>
+ </ul>
+ <form id="rigidbody_1_force_submit_button" style="text-align: right; padding: 0.5rem;">
+ <div class="vec2_input_group">
+ <label>Force Vector</label>
+ <input class="vec2_x_input" type="number" placeholder="X (Default 0)"/>
+ <input class="vec2_y_input" type="number" placeholder="Y (Default 5000 N)"/>
+ </div>
+ <input type="submit" value="Apply Force"></input>
+ </form>
+ </div>
+ <button class="play_button">
+ Play
+ </button>
+ <button class="stop_button">
+ Stop
+ </button>
</div>
- <button class="play_button">
- Play
- </button>
- <button class="stop_button">
- Stop
- </button>
- </div>
+ </article>
+ </section>
</main>
</body>
</html> \ No newline at end of file