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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/rigidbody.html
parentaee81cdf445c02032745f10a1904439e7eecaef7 (diff)
Proper support for favicons, rigid body intersections are no longer broken, palinko game
Diffstat (limited to 'frontend/rigidbody.html')
-rw-r--r--frontend/rigidbody.html33
1 files changed, 2 insertions, 31 deletions
diff --git a/frontend/rigidbody.html b/frontend/rigidbody.html
index d83e29e..f3616b5 100644
--- a/frontend/rigidbody.html
+++ b/frontend/rigidbody.html
@@ -15,7 +15,7 @@
<script src="_rigidbody/program_common.js"></script>
<script src="_rigidbody/rigidbody_1.js"></script>
<script src="_rigidbody/rigidbody_2.js"></script>
- <script src="_rigidbody/rigidbody_3.js"></script>
+ <script src="_rigidbody/rigidbody_3a.js"></script>
</head>
<body>
<header>
@@ -37,35 +37,6 @@
</ul>
</p>
</section>
- <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>
<hr />
<section id="linear-forces">
<h2>Part 1: Linear Forces</h2>
@@ -172,7 +143,7 @@
<p>
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
</p>
- <div id="rigidbody_3" class="opengl_canvas_container">
+ <div id="rigidbody_3a" class="opengl_canvas_container">
<canvas width="640" height="480"></canvas>
<div class="opengl_canvas_sidebar">
</div>