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diff --git a/frontend/index.html b/frontend/index.html deleted file mode 100644 index 4a0985a..0000000 --- a/frontend/index.html +++ /dev/null @@ -1,85 +0,0 @@ -<!DOCTYPE html> -<html lang="en"> - <head> - <meta charset="utf-8"> - <link rel="stylesheet" href="/index.css"> - <title>Physics for Games</title> - <link rel="shortcut icon" href="favicon/favicon.ico" type="image/x-icon"> - </head> - <body> - <header> - <h1>Physics for Games</h1> - </header> - <main> - <nav> - <ul class="outer-tree"> - <li><a href="/">Introduction</a></li> - <li> - <span>🏀<span>2D</span></span> - <ul class="inner-tree"> - <li><label>Rigidbody</label></li> - <li><a href="/2d/_rigidbody/part_1.html">Linear Forces</a></li> - <li><a href="/2d/_rigidbody/part_2.html">Rotational Forces</a></li> - <li><a href="/2d/_rigidbody/part_3.html">Collision Forces</a></li> - <li><label>Collisions</label></li> - <li><a href="/2d/_collisions/circle_line.html">Circle-Line</a></li> - <li><a href="/2d/_collisions/rectangle_line.html">Rectangle-Line</a></li> - <li><a href="/2d/_collisions/rectangle_rectangle.html">Rectangle-Rectangle</a></li> - <li><a href="/2d/_collisions/pill_line.html">Pill-Line</a></li> - <li><a href="/2d/_collisions/pill_pill.html">Pill-Pill</a></li> - <li><a href="/2d/_collisions/polygon_polygon.html">Polygon-Polygon</a></li> - </ul> - </li> - <li> - <span>🌠<span>3D</span></span> - <ul class="inner-tree"> - </ul> - </li> - <li> - <span>🔧<span>WebAssembly</span></span> - <ul class="inner-tree"> - <li><a href="/intro/intro.html">Introduction</a></li> - </ul> - </li> - <li> - <span>🛈<span>About</span></span> - <ul class="inner-tree"> - <li><a href="/roadmap.html">Roadmap</a></li> - </ul> - </li> - </ul> - </nav> -<article> - <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. - </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> - </main> - </body> -</html> |