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-<!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>&#127936;<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>&#127776;<span>3D</span></span>
- <ul class="inner-tree">
- </ul>
- </li>
- <li>
- <span>&#128295;<span>WebAssembly</span></span>
- <ul class="inner-tree">
- <li><a href="/intro/intro.html">Introduction</a></li>
- </ul>
- </li>
- <li>
- <span>&#128712;<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>