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+ <section>
+ <h1>Introduction: Rigid Body Physics</h1>
+ <article>
+ <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> \ No newline at end of file