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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/index.html
parentaee81cdf445c02032745f10a1904439e7eecaef7 (diff)
Proper support for favicons, rigid body intersections are no longer broken, palinko game
Diffstat (limited to 'frontend/index.html')
-rw-r--r--frontend/index.html59
1 files changed, 31 insertions, 28 deletions
diff --git a/frontend/index.html b/frontend/index.html
index 1694121..c62696d 100644
--- a/frontend/index.html
+++ b/frontend/index.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">
</head>
<body>
<header>
@@ -19,34 +20,36 @@
<a href="2d_part_2.html">2D - Rotational Forces</a>
<a href="2d_part_3.html">2D - Collision Forces</a>
</nav>
- <section id='introduction'>
- <h2>Introduction: Rigid Body Physics</h2>
- <p>
- You're most likely here because you have some interest in the world of rigid body physics. Maybe you have some knowledge of rendering via OpenGL or Vulkan,
- and you want to begin watching your up-until-now static scene come to life. Well, you're in the right place! In the course of this tutorial series I will walk
- you through the entirety of a 2D rigid body physics system entirely in the web. All of this information will be extendable to other languages, but we will use
- JavaScript and WebGL in these blog posts. Additionally, much of the information presented here can be extended to 3 dimensions, but 3D carries some complications
- with it, that we will discuss in future blog posts.
- </p>
- <p>
- In implementing a rigidy body physics system, we're primarily interested in two sub-fields of physics, namely <b>dynamics</b> and <b>kinematics</b>. Although I'm
- far as can be from being an expert in either of these fields, I will explain - from a programmer's persepctive - what they mean to me:
- <ul>
- <li>
- <b>Kinematics</b> is the study of how an object's movement changes over time. These are the classic position, velocity, and acceleration equations
- that you're most likely familiar with from high school or college physics.
- </li>
- <li>
- <b>Dynamics</b> is the study of whats <i>causes</i> kinematic movement. These are the classic force and momentum equations that you may already be familiar
- with as well.
- </li>
- </ul>
- </p>
- <p>
- Finally, I must provide a disclaimer that all of rigid body systems are very math-y. You will need to know a decent amount of vector calculus and linear algebra to really understand
- what's going on here. I am going to assume that you have this knowledge. If you don't already have this knowledge, I will try and provide some resources on the Books
- n' References page of the website.
- </p>
+ <section>
+ <article>
+ <h2>Introduction: Rigid Body Physics</h2>
+ <p>
+ You're most likely here because you have some interest in the world of rigid body physics. Maybe you have some knowledge of rendering via OpenGL or Vulkan,
+ and you want to begin watching your up-until-now static scene come to life. Well, you're in the right place! In the course of this tutorial series I will walk
+ you through the entirety of a 2D rigid body physics system entirely in the web. All of this information will be extendable to other languages, but we will use
+ JavaScript and WebGL in these blog posts. Additionally, much of the information presented here can be extended to 3 dimensions, but 3D carries some complications
+ with it, that we will discuss in future blog posts.
+ </p>
+ <p>
+ In implementing a rigidy body physics system, we're primarily interested in two sub-fields of physics, namely <b>dynamics</b> and <b>kinematics</b>. Although I'm
+ far as can be from being an expert in either of these fields, I will explain - from a programmer's persepctive - what they mean to me:
+ <ul>
+ <li>
+ <b>Kinematics</b> is the study of how an object's movement changes over time. These are the classic position, velocity, and acceleration equations
+ that you're most likely familiar with from high school or college physics.
+ </li>
+ <li>
+ <b>Dynamics</b> is the study of whats <i>causes</i> kinematic movement. These are the classic force and momentum equations that you may already be familiar
+ with as well.
+ </li>
+ </ul>
+ </p>
+ <p>
+ Finally, I must provide a disclaimer that all of rigid body systems are very math-y. You will need to know a decent amount of vector calculus and linear algebra to really understand
+ what's going on here. I am going to assume that you have this knowledge. If you don't already have this knowledge, I will try and provide some resources on the Books
+ n' References page of the website.
+ </p>
+ </article>
</section>
</main>
</body>