summaryrefslogtreecommitdiff
path: root/index.html.content
diff options
context:
space:
mode:
authorMatthew Kosarek <mattkae@protonmail.com>2021-06-17 21:32:57 -0400
committerMatthew Kosarek <mattkae@protonmail.com>2021-06-17 21:32:57 -0400
commit2ab6b6cfe81505b029f2da397cef0bb58989444f (patch)
tree41c581c80310c060dcbdcb049ce88970ca418d72 /index.html.content
parent8748228bc9effa4779f4c1062f5fbc07f1d07a60 (diff)
(mkosarek) Beginning to explain rigidbody physics in a reasonable way
Diffstat (limited to 'index.html.content')
-rw-r--r--index.html.content32
1 files changed, 12 insertions, 20 deletions
diff --git a/index.html.content b/index.html.content
index dab9097..07eeea2 100644
--- a/index.html.content
+++ b/index.html.content
@@ -2,30 +2,22 @@
<h1>Introduction: Rigid Body Physics</h1>
<section>
<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.
+ You're most likely here because you have some interest in the world of realtime physics simulation. Maybe you have some knowledge of rendering via OpenGL or Vulkan,
+ and you want to see 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 building a variety of physics simulations - 2D and 3D rigidboy, soft body, collision algorithms - entirely in the web. All of this information will be extendable to other languages, but we will use
+ C++ and OpenGL compiled to WebAssembly and WebGL in this tutorial series.
</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>
+ My primary goal in this website is to display how a competent programmer might <i>implement</i> different types of believable physics simulations. Because of this, I will not spend too much time discussing physics theory, unless it is absolutely necessary that I do so for a particualr section. Physics - especially the world Newtonian physics where most game engines spend their time - is a well-documented subject, and I would be doing a great injustice to the field if I were to consider myself qualified at explaining it. I am no physicst by trade, so I will leave that talk to the big brains at the universities.
+ </p>
+ <p>
+ Each of the tutorials on the sidebar are meant to be self-contained, so long as you have a good understanding of the fundamentals of vector calculus. Which leads me to my next disclaimer: I am assuming competency in both some programming language as well as vector calculus/linear algebra in these tutorials. The math that you need to know in order to implement these simualtions isn't all that difficult, but, as with fix, I consider myself hardly qualified at explaining them, as I only do math so much as it is useful to me. Many many books and stackoverflow posts have been written on these subjects, and I am sure that you will not encounter any trouble at all if you wish to study them yourself.
</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.
+ Finally, I feel the need to provide some references up front which I have found particularly useful in my studies of physics simulations. Those being:
+ <ul>
+ <li><a href="http://www.chrishecker.com/Rigid_Body_Dynamics">Chris Hecker's Rigid Body Dynamics Papers</a>: I would be a liar and a cheat if I didn't say that I owe Chris Hecker all of my gratitude for getting me interseted in rigid body physics in the first place. Before you even begin to navigate my website, I recommend that you read all of his papers on Rigid Body physics, as he manages to explain the subject in a way that anyone with very minimal math knowledge can understand.</li>
+ </ul>
</p>
</section>
</article>